You draw in the aura of every living thing around you compressing it into a sphere of light in you palm. You then may chose one of the following ways to enhance the spheres power. The spell's base damage is 6d6.
Normal-You do nothing and fling the ball at one target creature for its base damage.
Blood-You use your own blood to increase the power of the sphere. You may take up to 100 hit points of necrotic damage. For every 10 hit points lost in this way you may roll another d4 of damage for your sphere in addition to its base damage.
Magic- You force more spell power into the sphere. You may use up as many first, second, and third level spell slots as you wish. Roll an extra d4 for each spell slot used, in addtion to the spells base damage.
Gold-You pour you earning into the sphere. For every 100 gold used increase the spells damage by 1d8.
Music-(Bard Only)- You play a tune on and instrument of your choice and roll a DC 20 Performance check. On a success add 1d6 of damage to the spell. On a fail nothing happens. You may chose another way to increase the spells damage after you do this.
Darkness-(Warlock Only)- You summon the power of your patron roll a DC 20 Religion check. On a success add 1d6 of damage to the spell. On a fail nothing happens. You may chose another way to increase the spells damage after you do this.
Arcane Energy-(Sources and Wizards Only)- You command the elements and roll a DC 20 Arcana check. On a success add 1d6 of damage to the spell. On a fail nothing happens. You may chose another way to increase the spells damage after you do this.
At Higher Levels. When you cast this spell the base damage increases by 1d6 for each slot level above 5th.
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