You raise your hand and conjure a 5 feet ratio red hot metal ball 5 feet above your head. You can:
Fire It: any creature in a 60 feet long line with a thickness of 10 feet originating from you that ins't more than 10 feet above the ground must succed on a dexterity saving throw against your spell save DC, on a failure take 4D6 fire and 4D6 bludgeoning damage and become stunned, ignore the bludgeoning damage and don't be stunned on a succesful save.
Drop It: you drop the ball in any empty space 5 feet away from you. Any creature within a 5 feet ratio must make a dexterity saving throw, on a failure they take standart fall damage + 4D6 bludgeoning and 4D6 fire damage, becoming trapped under it and taking 2D6 fire damage for every turn they spend trapped, on a succesfull save they move out of the area of effect ignoring bludgeoning damage and don't become trapped.
The spell ignites anything that isn't been worn or carryed except when the affected creature dies trapped under the sphere. The ball occupies the space where it stopped dealing 2D6 fire damage when touched, it dissapears If you use this spell again, after 6D10 seconds or If you move more than 60 feet away from it.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 bludgeoning damage for each slot level above 3th.
* - (Hammerscales and gunpowder)Previous Versions
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