A brilliant blue light streams from your pointing finger to a point you choose within range. The Aurora quickly expands to fill a 20 foot radius sphere, where mesmerising lights dance. Each creature within the 20 foot sphere must make an Intelligence saving throw. On a success, there is no immediate effect. On a failure, they are afflicted by the following while in range of the Aurora:
- The creature cannot take opportunity attacks, and attacks at disadvantage.
- The creature cannot willingly move away from the Aurora.
At any time before the end of your next turn, you can cause the Aurora to detonate in a beautiful explosion of crystalline elements. If you do not trigger the spell on your next turn, or you lose concentration, the Aurora moves swiftly towards you and detonates in your space.
Each creature in range of the detonating sphere must make an Intelligence saving throw. A target takes 4d6 radiant damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.
All unprotected flames in the area are immediately extinguished.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 radiant damage and 1d6 cold damage for each slot level above 6rd.
* - (A drop of water and a small, clear stone)
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