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Occult Rituals


Flaming Sphere

Source PRPG Core Rulebook pg. 283
School evocation [fire]; Level arcanist 2, bloodrager 2, druid 2, hunter 2, magus 2, occultist 2, sorcerer 2, wizard 2

Casting

Casting Time 1 standard action
Components V, S, M/DF (tallow, brimstone, and powdered iron)

Effect

Range medium (100 ft. + 10 ft./level)
Effect 5-ft.-diameter sphere
Duration 1 round/level
Saving Throw Reflex negates; Spell Resistance yes

Description

A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 3d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would.

The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spell's range.

Flaming Sphere, Greater

Source Advanced Class Guide pg. 182
School evocation [fire]; Level arcanist 4, bloodrager 4, druid 4, hunter 4, magus 4, occultist 4, sorcerer 4, wizard 4

Casting

Casting Time 1 standard action
Components V, S, M/DF (tallow, brimstone, and powdered iron)

Effect

Range medium (100 ft. + 10 ft./level)
Effect 5-ft.-diameter sphere
Duration 1 round/level
Saving Throw Reflex negates (see text); Spell Resistance yes

Description

This spell functions as flaming sphere, except that it deals 6d6 points of fire damage to any creature it strikes. Any creature that fails its save against the sphere catches on fire (see page 444 of the Core Rulebook). If a creature catches on fire, the DC to extinguish the flames is equal to the DC of this spell.