Level
3rd
Casting Time
1 Action
Range/Area
60 ft.
Components
S
Duration
Concentration 1 Minute
School
Evocation
Attack/Save
None
Damage/Effect

You create a small orb of intense elemental power that irradiates a 20 foot radius sphere centred on it with its element, you choose which element the sphere is when you cast the spell and, once the orb is summoned you cannot change its element. The elements are as follows: 

  • Flame- Any creature in the orb’s area of effect must make a CON save at the start of its turn or take 2d6 fire damage or half that on a successful save. Additionally, the fire creates a moderate wind towards the orb. In addition, any flammable material that is not being worn or carried by a creature in the orb’s area of effect catches fire. The orb has vulnerability to cold damage.
  • Frost- Any creature in the orb’s area of effect must make a CON save at the start of its turn or take 1d6 cold damage or half that on a successful save. Additionally, the sphere affected by the orb counts as difficult terrain and whenever a creature attempts to stand up from being prone they must succeed on a DEX or STR check to stand up (the creature’s choice), this check can only be attempted once per round and if the check fails then the creature’s movement speed is not reduced by having attempted to stand up, you can make up to 5 creatures (not including you) immune to this affect. The orb has vulnerability to fire damage.
  • Necrosis- Any creature in the orb’s area of effect must make a CON save at the start of its turn or take 1d6 necrotic damage or half that on a successful save. Additionally, the sphere’s area counts as darkness, regardless of the light of the surrounding area. The orb has vulnerability to radiant damage.
  • Light— Any creature in the orb’s area of effect must make a CON save at the start of its turn or take 1d6 radiant damage or half that on a successful save. Additionally, all wisdom(perception) checks and ranged attacks relying on sight have disadvantage while a creature or the thing it is trying to examine are in the sphere. The orb has vulnerability to necrotic damage.

The orb at the centre of the sphere occupies a 5-foot space, can be targeted, and is considered an object. It can be destroyed and has AC 13 and HP 23, the orb also has immunity to psychic damage and resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons. Additionally, at the start of your turn you can move the orb up to 30 feet to any space you can see within 60 feet of you.

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.

Available For: Druid Sorcerer Warlock Wizard

Sylvaneth_Lord

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