A 5-foot-diameter sphere appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a saving throw. The saving throw varies depending on the damage type. The creature takes 2d6 damage on a failed save or half as much damage on a successful one.
The damage types that can be selected are: Acid, Cold, Fire, Lightning, Poison and Thunder. The target makes a CON save if the damage type is either: Cold, Poison or Thunder. The target makes a DEX save if the damage type is either: Acid, Fire, or Lightning. When the damage type is selected, it cannot be changed.
As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
* - (a diamond worth 50 gp)
Comments