A ten-foot-radius sphere, that is translucent with lightning emitting from its central point flowing to the outer walls, appears at a point centered in range. When the sphere first appears each creature within the sphere’s radius must make a Dexterity Saving Throw taking 4d10 Lighting damage, or half as much on a successful save.
Until the spell ends, you can use your bonus action on each of your following turns to move the orb up to 30 feet. You may also use your action to cause lightning to once again emit from the Orb’s center forcing all creatures within its radius to make a Dexterity Saving Throw taking 4d10 lightning damage, or half as much on a successful save. If the Sphere is not used to do damage on any given turn it will remain inert with no lightning flowing through it, only being a translucent sphere with a glowing crackling yellow orb in its center.
When this spell ends, whether you dismiss it or lose concentration, you take a 1d4 lightning damage for each turn the spell was concentrated for past its first round.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher the damage increased by 1d10. It gains an additional 1d10 at level 9.
* - (Requires a Yellow Sapphire worth 1,000 gold pieces)
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