Controllable Elemental Sphere

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Elemental (any) 7th level

Casting Time: 1 action
Range: 150 feet
Components: V, S, M (an elemental gem worth at least 100 gp, present in Chapter 10)
Duration: Concentration, up to 1 minute

A trail of light flashes from your finger, then condenses to hover at a point of your choice within range of the spell, in the form of a glowing orb, for the duration of the spell. When the spell ends, either because your concentration is broken or because you choose to end it, the orb bursts with a low roar into an elemental explosion that spreads out in all directions. Each creature within a 20-foot radius sphere centered on that point must make a Dexterity saving throw. It takes magical damage based on the element used equal to the total accumulated damage on a failure, or half the damage on a success.

The base damage of the spell is 12d6. If at the end of your turn the drop has not yet detonated, the damage increases by 1d6.

If the glowing drop is touched before the interval expires, the creature touching it must make a Dexterity saving throw. On a failure, the spell ends immediately, causing the drop to explode.

On a success, the creature can throw it up to 40 feet. When the drop hits a creature or solid object, the magic ends and it explodes.

Each of the elements has a secondary effect that can be seen in the table “Effects for Spells by Type of Damage”, this table is found in Chapter 10: Spellcasting.

At Higher Levels. When you cast this spell by spending Mana points equivalent to an 8th-level spell or higher, the damage increases by 1d6 for each spell level above 7th level.