A 5-foot-diameter sphere of lighting appears in an unoccupied space of your choice within range and lasts for the duration. The sphere hovers above the ground 2 inches and falls to match terrain unless stated otherwise. The spell forces creatures to make a dexterity saving throw or take 4d6 lightning damage, half as much a successful save, in a five foot radius around the sphere, if it collides with a creature or surface, it forces creatures to make a dexterity saving throw or take 6d6 lightning damage in a 10 foot radius. It hovers slightly off the ground and as bonus action you can control it to move up to 60 feet within a circle centred on yourself.
Additionally you can use your bonus action to have the Ball Lightning split into three separate balls that home in and bounce against enemies within 10 ft of each other dealing 4d6 lightning damage each, a target hit by one of thes ball's cannot be hit again.
When you move the sphere, you can direct it over barriers up to 15 feet tall and jump it across pits up to 20 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
* - (A fleck of iron in a vial of salted water.)
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