Level
5th
Casting Time
1 Action
Range/Area
120 ft.
Components
V, S, M *
Duration
Concentration 1 Minute
School
Evocation
Attack/Save
DEX Save
Damage/Effect
Lightning

You create one to four spheres of concentrated lightning. You deal a total of 8d8 lightning damage, divided up among the balls as you wish. For example, you could make one ball that deals 8d8 damage, four balls that each do 2d8 damage, one ball that does 4d8 damage and two that do 2d8 damage, and so forth. While you can divide the damage dice among as many balls as you wish, up to the maximum of four, a ball cannot deal less than 1d8 damage at a time.
Each ball is a 5-foot diameter sphere that hovers close to the ground for the duration in unoccupied spaces within range. Any creature that ends its turn within 5 feet of a ball must make a Dexterity saving throw. The creature takes the damage you designated to that particular ball on a failed save, or half as much damage on a successful one. A creature has disadvantage on this saving throw if it is wearing armor made of metal.
As a bonus action, you can move one or more of the balls up to 30 feet. If you ram a ball into a creature, that creature must make the saving throw against the ball’s damage, and the ball stops moving that turn. When you move a ball, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The ball sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

* - (a handful of copper and iron pellets)

Spell Tags: Damage

Available For: Druid (Legacy) Sorcerer (Legacy) Wizard (Legacy)

modulum

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