A 5-foot-diameter orb of water 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 Dexterity saving throw. The creature takes 2d6 cold 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 orb into a creature, that creature must make the saving throw against the orb's damage, and the orb stops moving this turn.
When you move the orb, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide.
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 drop of water, and a bit of salt)
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