[RPG] “Flaming Sphere” spell and initiative movement

dnd-5espells

Recently had a player's Wizard cast flaming sphere. According to the spell description (emphasis mine):

Any creature that ends its turn within 5 feet of the sphere must make a Dexterity save.

His Wizard had a higher initiative (12) than the oncoming Orcs (7). So, naturally, after he used his action to move it next to a few, all the Orcs moved away from its 5' threat range when it was their turn.

1) Is there any way the Wizard could choose to get a lower initiative (Ignore the Dex modifier when rolling?) so that he can attack (and move the flaming sphere) AFTER the Orcs have positioned themselves?

2) If the sphere is rammed into a creature, that creature takes the 2d6/1d6 damage. IF that same creature then cannot move out of the way (already moved, or is cornered, etc.), does it then take the "within 5'" damage from the Sphere again?

Such a complex, fun spell!

Best Answer

The Wizard may Ready an action to cast a spell setting the trigger to be when the orcs have finished moving.

What will occur on the Orcs' turn is they will move (potentially in a cluster), the Wizard will cast the spell, and the Orcs will do something with their Action. It should be noted, they might respond to the spell by using their Action to dash, which would let them run away; they could choose to just attack the Wizard and attempt to break his concentration, or something else.

In addition, your question suggests that you might be confusing a Round and a Turn, which are separate and distinct things from a timekeeping perspective. A Turn is an individual's activities that occur during a Round. A Round is the sum of all the creatures' activities and always equals 6 seconds. Some effects will say that they occur at the beginning or end of a Turn, which refers to the individual creature; other effects will indicate they occur over some number of rounds (most often represented with time increments like 1 minute).

So for your specific issue, the damage is dealt at the end of a creature's turn. This is an individual determination. For example, were there Orcs and Wizards in this fight, the sphere deals damage to the Orcs only if they qualify (are within 5' of the sphere) at the end of the Orcs' turn. At the end of the Wizards' turn, the same assessment is made to determine if the Wizards take damage. The spell also permits an additional effect that allows the Wizards to attack with the sphere more directly during their turn.

In tight spaces, it's possible to deal a lot of damage with this spell passively by virtue of its presence, but in most fights it's probably only dealing damage on the Wizard's turn. Otherwise, it's serving to deny access to an area because most folks don't want to end their turn taking 2d6 fire.

Regardless, if the sphere is still adjacent to any Orcs at the end of their turn, they will suffer the effects as described in the spell.

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