Level
2nd
Casting Time
1 Action
Range/Area
60 ft. (5 ft. )
Components
V, S, M *
Duration
Concentration 1 Minute
School
Conjuration
Attack/Save
DEX Save
Damage/Effect
Fire

A 5-foot-diameter sphere of Air 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 Constitution saving throw. The creature takes 2d6 bludgeoning 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 ram 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 barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere causes the creature to be unable to speak or breathe and as long as they are in the sphere they take 1d6 damage until the sphere is dissipated or they make the saving throw.

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.

* - (Sand, pinch of salt, and a whistle)

Spell Tags: Damage

Available For: Druid (Legacy) Wizard (Legacy) Cleric (Legacy) - Light Domain (Legacy) Warlock (Legacy) - The Celestial (Legacy) Artificer (Legacy) - Alchemist (Legacy)

MadelineMonet

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