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
Lightning

Ball lightning appears in an unoccupied space of your choice within range and lasts for the duration. The effect is a 5ft sphere, though the ball at its core is considerably smaller. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw as lightning arcs at it from the ball. The creature takes 2d6 lightning 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. Unless moved in this way, the sphere remains functionally in place until the spell ends, whether it moves haphazardly or remains eerily still.

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 ignites flammable objects not being worn or carried. Additionally, the ball sheds bright, incandescent light in a 20-foot radius and dim light for an additional 20 feet. Although the light it sheds is irregular and intermittent, it is not mechanically different from other sources of bright or dim light respectively.

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 bit of rubber, a static-prone peice of fleece and a small copper coil)

Spell Tags: Damage

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

Orcimedes

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