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.