Level
2nd
Casting Time
1 Action
Range/Area
30 ft. (10 ft. )
Components
V, S
Duration
Concentration 24 Hours
School
Conjuration
Attack/Save
DEX Save
Damage/Effect
Combat (...)

You focus on a point within 30ft, and create 10 bubbles in a 10ft spherical radius from that point which explode upon contact for 1d6 fire damage each. When a creature wishes to pass through the radius, or the radius passes through them, the creature must make a dexterity saving throw which will be used to determine how many bubbles are touched.

If the result is below 5, then all bubbles go off.
If the result is between 5 and 10, then 4/5 of the bubbles go off.
If the result is between 10 and 15, then 3/5 of the bubbles go off.
If the result is between 15 and 17, then 2/5 of the bubbles go off.
If the result is between 17 and 22, then 1/5 of the bubbles go off.
If the result is above 22, then no bubbles go off.
Tiny creatures have advantage on this saving throw, huge creatures have disadvantage and anything bigger than that automatically triggers all bubbles.

When a number is received that fits two categories, pick the one that deals less damage (e.g. if a 15 is rolled, then 2/5 bubbles go off).

When a caster concentrates on the spell, they can move the bubbles at a speed of 30ft per round as a free action once per turn. If concentration is lost, then the bubbles just float with the wind. 
If the bubbles are triggered but some are left intact, then the spell continues: only treat the number remaining as the total bubbles for the spell's rolls. 

At higher levels. When cast with a spell slot above 2nd level, then add 2 bubbles per level above 2nd.

 

Spell Tags: Damage Control Environment Combat

Available For: Bard (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

Faysor

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