You conjure up a sphere of earth with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell’s duration.
Any creature in the sphere’s space when it is conjured must make a Dexterity saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is incapacitated & restrained by the sphere and is covered by the earth and rock, in this state they are considered to have full cover. At the end of each of its turns, a incapacitated & restrained target can make a strength saving throw, ending the effect on itself and ending the spell on a success, on failure they take 6D6 Bludgeoning damage.
The sphere can incapacitate and restrain one Large or smaller creature. If the creature succeeds its strength saving throw the sphere crumbles, and the incapacitated & restrained creature falls out of it and lands prone in a space within 5 feet of it.
As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature incapacitated & restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the Dexterity saving throw, on failure they take 4D6 bludgeoning damage and are pushed 10 feet away from the sphere.
When the spell ends, the sphere falls to the ground becoming a small pile of debris. Any creature incapacitated &restrained by the sphere is knocked prone in the space where it falls. The earth and rock then vanishes.
* - (a small pebble)
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