You choose a section of sandy ground that you can see within range and that fits within a 5-foot cube.
You rapidly heat the sand until it melts and glows red, then with telekinesis, quickly cast the newly formed glass at your opponents up to 30 feet; encapsulating them in a molten hot ball of glass in either a blue, green or violet hue.
The molten hot 10 feet radius bauble will cause all occupants inside to become incapacitated and receive 2d6 fire damage per round for three rounds.
The glass can be shattered before the end of the 3rd round only with a STR save made by any occupant against the spell caster DC. It cannot be broken from the outside. Otherwise, by the end of the 3rd round the bauble will automatically cool and crack, freeing all the occupants. The bauble will immediately return to sand after the bauble cracks.
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