A 10-foot-radius sphere of demonic fire 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 5d8 fire and 5d8 necrotic damage on a failed save, or half as much damage on a successful one.
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. Alternatively, as a bonus action, you can cause the sphere to explode. Each creature within 20 feet of the sphere must succeed on a Dexterity saving throw against the sphere's damage, and the spell ends.
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, you can also cause it to smash or melt through minor obstructions. The sphere incinerates flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
* - (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)
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