You conjure up a sphere of hot ash with a 10-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 must make a Constitution saving throw. On a successful save, a creature is ejected 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 by the sphere as scorching ash fills their lungs. At the end of each of its turns, an incapacitated target can repeat the saving throw, ending the effect on itself on a success.
The sphere can incapacitate as many as four Medium or smaller creatures or one Large creature. If the sphere incapacitates a creature that causes it to exceed this capacity, a random creature that was already incapacitated by the sphere is ejected 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. 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 by the sphere does not move with it, however still needs to succeed on a constitution saving throw. You can ram the sphere into creatures, forcing them to make the saving throw. A creature that fails five successive saves falls unconscious.
When the spell ends, the sphere dissipates in a small explosion that ignites objects that are not being worn or carried.
* - (A palmful of ash and one drop of blood.)
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