A 5-foot-diameter Sphere
of fire 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 fire 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 Sphere
into a creature, that creature must make the saving throw against the sphere's damage, and the Sphere
stops moving this turn.
When you move the Sphere
, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The Sphere
ignites flammable Objects
not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
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.