Level
9th
Casting Time
1 Bonus Action
Range/Area
Self 150 ft. (20 ft. )
Components
V, M
Duration
8 Hours
School
Evocation
Attack/Save
Ranged
Damage/Effect
Bludgeoning (...)

A sphere of aura appears above your head in a flash of light. Choose up to 10 creatures that can see you These creatures must succeed on a DC 17 constitution saving throw or be blinded until the end of your next turn. The sphere remains for 8 hours or until it loses all of its charges. This sphere has ten charges.

The sphere is sentient, and is aware of its surroundings. When a creature hits you with a melee or ranged attack (magic included) the sphere regards it as an enemy. The sphere also regards a creature as an enemy if you spend an action to tell the sphere to regard it as such. If an enemy is hit by any attack made by the sphere or an Aura Weapon, you do an extra 1d6+2 damage of your choosing. 

Aura Weapon The sphere uses two charges and blesses a weapon. The blessing lasts until the sphere disintegrates. All damage done with this weapon as advantage on attack rolls made with it and does 1d6 more damage on a hit. 

Dread The sphere, expending two charges, causes one creature of your choosing to experience a shaking fear. The target must succeed on a DC 15 wisdom saving throw or take 2d6 psychic damage on a fail, or half as much on a success.

Aura Blast Expending a charge, the sphere releases 1d6 orbs of energy. These orbs of energy can target one creature or multiple creatures. These orbs automatically hits, following the target, and the target(s) take 4d6 damage per orb of energy, of any type of your choosing.

Call to Nature Expending 3 charges, this orb flies to the air and targets all creatures you decide. The targets must succeed on a dexterity saving throw or take 8d6 lightning damage on a fail or half on a success.

Aura Dome Expending 5 charges, this sphere flies into the air, creating a dome of energy 40 feet in every direction with you as the center point. You and all allies, including NPC's you consider allies gain advantage and a +3 modifier to all rolls made in the dome, while non-allies have disadvantage and a -3 modifier. If the sphere regards anyone in that dome as an enemy, they still take the extra 1d6+2 damage of your choosing. The dome lasts until the sphere disintegrates.

Until the spell ends, you can use a bonus action and expend a charge whenever you are hit to cause the sphere to intervene. Make a ranged spell attack. You have advantage on the attack roll. On a hit, the target takes 1d8+2d6 damage with a type of your choosing, and the damage done by the attack is reduced by 2d6+2.

 When the sphere is reduced to 0 charges, roll a d12. All creatures that the sphere considers as an enemy take that much physic damage.

Spell Tags: Damage Control

Available For: Sorcerer (Legacy) Wizard (Legacy)

Asteroid

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