You conjure a small, volatile sphere of fire energy with no knowledge of when it might explode. It pulses, growing in power until it finally explodes. When you cast this spell, choose a location within 60 feet to hurl the ball. Additionally, roll 1d4-1 to determine the number of rounds before the sphere explodes. On a 1, the sphere explodes in your hand, otherwise it explodes at the start of your turn on the number of rounds rolled.
When the sphere detonates, it explodes in a 10-foot radius centred on the space in which it is located. Creatures caught in the radius must make a Dexterity saving throw, taking 2d8 fire damage, plus 1d8 for each round after the first, or half as much on a successful save. If the sphere detonates in your hand, you automatically fail the saving throw.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial fire damage increases by 1d8 for each slot level above 2nd.
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