Level
3rd
Casting Time
1 Action
Range/Area
100 ft.
Components
V, S, M *
Duration
Instantaneous
School
Evocation
Attack/Save
Ranged
Damage/Effect
Force
You manifest a churning, translucent sphere of telekinetic energy that hovers within your palm. The orb contains a pool of 5d6 power dice. The spell ends early if this pool is reduced to 0 dice.
Attacking with the Orb. When you cast this spell, and as an action on subsequent turns while the spell lasts, you can command the orb to attack a creature you can see within 100 feet. Make a ranged spell attack. On a hit, the target takes Force damage equal to the total rolled on the dice currently in your pool. Immediately after a successful hit, remove 1d6 from the pool.
Poltergeist Vector. Because the orb levitates dynamically and attacks from unpredictable angles, it gains the following benefits:
- The target cannot benefit from Half Cover or Three-Quarter Cover against this attack.
- Being within 5 feet of a hostile creature does not impose disadvantage on your attack rolls with the orb.
- This spell is still maintained by concentration.
Orb Decay. At the end of each of your turns, the orb naturally destabilizes, and you must remove 1d6 from the pool.
Reenergizing the Orb. On your turn, you can use a bonus action to expend a spell slot of 1st level or higher to channel magical energy back into the orb. For each level of the expended spell slot, you add 1d6 back to the power pool. The pool cannot exceed the maximum number of dice it possessed when it was initially cast.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the initial and maximum size of the power pool increases by 1d6 for each slot level above 3rd.
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