You create a translucent sphere of electromagnetic energy centered on a point you can see within range.
The sphere expands from the center up to a radius of 20ft, dealing 10d6 lightning damage to all creatures in the area, who are forced to make a Dexterity saving throw. On a successful save, they take half damage.
The sphere remains in the area for the duration of the spell, and emits energy in a 30 ft radius surrounding it. If a creature ends its turn within the surrounding area, it must make a dexterity saving throw or take 5d6 lightning damage.
If a creature attempts to enter the sphere, you can either allow it to pass, or force it to make a Strength check against your spell save DC. On a failure, it is knocked back 10 ft and is unable to move for the rest of the turn.
If a creature is carrying any metal objects, they have disadvantage on saving throws against this spell.
* - (A hollow glass sphere )
Comments