You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type.
If you roll the same number on two or more of the d8s, the orb leaps to closest target within 30 feet of the target whether friend or foe of the caster. The DM then makes an attack roll against the new target. A DC 12 + Casters Spell Bonus Dex saving throw must be made against the casters Spell Casting Ability upon a failed save the orb hits and the target takes 2d8 damage. If there are matching numbers again the orb leaps again to the target nearest the last target hit. Again, the DM makes an attack roll and the new target must make a DC 11 Dex + Casters Spell Bonus saving throw. Upon a failed save the target takes 1d8 damage and the orb dissipates.
DCs reduce by one for each bounce facilitating that the orb slows down with each bounce. Once the DC reaches 0 the orb falls to the ground and dissipates. For example, if the spell casters spell bonus is +2 then the orb would have to bounce 14 times for it to fall and dissipate.
If at any time any of the secondary targets succeed their saves the trajectory of the orb must be determined and any targets in that trajectory must also make saving throws of like kind in order to avoid being hit by the orb. If there are no targets within its trajectory the orb continues on until it hits an immovable object where, if the damage die is greater than 2, the object takes the appropriate damage via damage roll by DM and if the dice have matching numbers it bounces again and the process starts again. If the orbs flight path takes it beyond combat range of all the combatants, it dissipates.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum number of times equal -1 of the damage dice. A target may be hit any number of times, but not consecutively, including the caster.
This spell has a chaotic nature, and the caster loses control after the first target has been hit. It would be wise not to cast this spell in melee combat.
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Posted Jul 23, 2026DCs reduce by one for each bounce facilitating that the orb slows down with each bounce. Once the DC reaches 0 the orb falls to the ground and dissipates. For example, if the spell casters spell bonus is +2
then the orb would have to bounce 14 times for it to fall and dissipate (edit: or the d8 count is reduced to 1, whichever comes first)