Pielorinho
Iron Fist of Pelor
Hardhead said:What's bizzare - to my mind - is that Flaming Sphere deals 2d6 damage and only takes a move action to move around. And it's only 2nd level. So, for the trade up to 3rd level, you only get one extra d6 *and* it takes a standard action instead of a move? Doesn't sound like a good deal to me.
Call lightning has three further (albeit minor) advantages:
1) Its long duration means you probably won't waste shots with it: if you finish a battle with 4 lightning bolts left, you'll probably be able to carry them over to the next battle. Flaming sphere ends much faster, meaning you're less likely to be able to carry it over.
2) Save for half damage, not save negates.
3) Although you'll rarely get to use this advantage, it's an area-effect attack. Useful against mounted riders and sometimes against flying creatures.
Daniel