You conjure a 10-foot radius sphere of searing, white-hot flames at a point within 60 feet of you. Any creature caught within the sphere must make a Dexterity saving throw. On a failed save, they take 3d8 fire damage and are unable to take actions while inside the sphere. At the start of each of their turns, creatures that remain within the sphere take an additional 1d8 fire damage.
As a bonus action, you may move the sphere to another location within 60 feet of you. Any creature caught in the sphere’s new location must make the same Dexterity saving throw, suffering 3d8 fire damage and losing the ability to take actions on a failed save.
On a Successful save the target takes half damage and can still take actions.
For each spell slot used above 3rd level, the initial fire damage increases by 1d8.
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