A 5-foot-diameter sphere of swirling time energy is plucked from the sea of time and appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5-feet of the sphere must make a Dexterity saving throw or be crushed by energy of centuries of conflict. The creature takes 2d6 force damage on a failed save, or half as much damage on a successful one.
As a bonus action, you can move the sphere up to 30 feet. If you shove the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.
When you move the sphere, you can direct it over obstacles up to 5 feet tall and jump it across gaps up to 10 feet wide. The sphere ages objects not being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
* - ((a pocket watch, a vial of time water, and powdered bronze) )
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