You conjure forth a 10-foot-radius sphere of unstable magical energy at a point you can see within range. The sphere sheds dim light in a 10-foot radius. Any creature within 10 feet of the sphere has disadvantage on Constitution saving throws made to maintain concentration on spells.
Creatures standing within the sphere’s area when it appears must make a Constitution saving throw. On a failed save, a creature takes 3d6 force damage. On a successful save, a creature takes half damage. If this damage forces a creature to make a Constitution saving throw to maintain concentration on a spell, the DC needed to succeed increases by an amount equal to your spellcasting ability modifier.
For the spell’s duration, as a bonus action, you can cause the sphere to disappear and reappear at a different point within 30 feet of you, forcing creatures in the new area to make the saving throw against the spell. A single creature cannot take damage from this spell more than once per turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
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