YouA 10-foot-diameter sphere of pure energy appears in an unoccupied space of your choice within range and lasts for the duration. The target of the caster will have the sphere home on to them at 35 ft every turn. If the target gets within 5 ft of the sphere, they must make a Dexterity saving throw. If failed, they then take 10d6 force damage. Then, the target must make a constitution saving throw, or be thrown back 15 ft. If the target hit a wall, barrier, or other hard object more than 10 ft tall, they then take 7d4 bludgeoning damage. The orb emits a bright baby blue light that blinds enemies if they are within 1 ft of the sphere.
As a bonus action, you can make 5 bolts of energy shoot at enemies that are in 15 ft of them. they deal 4d4. They travel up to 70ft per turn.
The sphere can jump barriers up to 5 feet tall and float across pits up to 20 feet wide. The sphere can only be damaged by either force damage, necrotic damage, or radiant damage. It has 50 heath, and if this drops to zero, the sphere dispels. The sphere will also dispel if it hits a wall. Once the sphere is dispelled, the caster must wait another round before casting the spell again.
* - (10 grams of grounded silver and stardust (Consumed), Magical orb or round gem 6 inches in diameter.)Previous Versions
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3/11/2021 10:05:39 PM
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5E
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Coming Soon
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