Weave elemental magicks into five small spheres that raise to hover behind you just above your shoulders. When you cast this spell, choose a damage type from amongst: Fire, Cold, and Lightning.
As a Bonus Action on your turn or as a Reaction to a creature moving to a space within 20ft of you for the first time on a turn, you may launch a sphere at a creature in range.
A creature targeted by one of these spheres must succeed a Dexterity saving throw, or take 1d6 damage of the chosen type. Creatures take no damage on a successful save. Regardless of the outcome that sphere then disappears.
The spell ends early once all spheres have disappeared, or if you recast the spell.
At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by each orb increases by +1 for each slot level above 1st.







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