You create a 10-foot-diameter sphere of magical force that floats in an unoccupied space within range and lasts for the duration. Any creature that ends its turn in the space of the sphere makes a Dexterity saving throw, taking 2d10 Force damage and being Paralyzed for 1 round on a failed save or half as much damage on a successful one.
As a Bonus Action, you can move the sphere up to 40 feet by causing it to fly through the air. If you move the sphere into a creature’s space, that creature makes the save against the sphere.
When you move the sphere, you can direct it to phase through physical barriers up to 5 feet thick. The sphere sheds Dim Light in a 20-foot radius.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 4.
* - (a small glass ball)
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