Level
2nd
Casting Time
1 Action
Range/Area
60 ft. (5 ft. )
Components
V, S
Duration
Concentration 1 Minute
School
Conjuration
Attack/Save
DEX Save
Damage/Effect
Damage

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 Dexterity saving throw. The creature takes 2d6 damage on a failed save, or half as much damage on a successful one. The type of damage is randomly determined by rolling a d8: 1=Acid, 2=Cold, 3=Fire, 4=Force, 5=Lightning, 6=Poison, 7=Psychic, 8=Thunder.

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.  The sphere dims light in a 40' radius; bright/normal lightning becomes dim, but dim light or darkness is NOT illuminated.

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.

Spell Tags: Damage

Available For: Wizard (Legacy) Sorcerer (Legacy) - Wild Magic (Legacy) Sorcerer (Legacy) - Shadow Magic (Legacy) Warlock (Legacy) - The Fiend (Legacy)

arrakissdune

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