A 1-foot-diameter sphere of bright white light appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that starts or ends its turn within 5 feet of the sphere a lightning jumps at it and it must make a Dexterity saving throw. The creature takes 1d6+2 lightning damage on a failed save, or half as much damage on a successful one.
Once per turn a lightning bolt jumps from the sphere to a target within 30 feet and does 1d6-1 lightning damage .the damage can only be reduced to 1.
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 a Dexterity saving throw. The creature takes 2d6 lightning damage and 1d6+2 force damage.
When you move the sphere, you can direct it over barriers up to 5 feet tall The sphere strikes metal objects not being worn or carried and if a creature is within 5 feet of the object when struck it takes 1d4 lightning damage, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
any creature that ends it's turn within 1 inch of the of the sphere takes 2d6 lightning damage and 1d6+2 force damage.
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.
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