Melting Sphere

6th level evocation
Casting Time: 1 action
Range: 300 feet
Target: See text
Components: V, S, M (a burnt piece of charcoal)
Duration: Instantaneous
Classes: Sorcerer, Wizard
A globe of superheated energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere of intense heat. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 fire damage. On a successful save, it takes half as much damage.
If the globe strikes a body of frozen water or other liquid that is principally water, it melts the frozen liquid to a depth of 6 inches over an area 30 feet square, evaporating the melted liquid as a harmless cloud of steam. This may cause things that were standing upon or supported by the melted liquid to fall or collapse. Additionally, unattended objects with a low melting point within the affected area are also melted or deformed, subject to the DM's discretion.
You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, warm to the touch, appears in your hand. At any time within the next 1 minute, you or a creature you give the globe to can throw the globe (to a range of 60 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it.
If the globe still exists after 1 minute, it explodes with the same effect as the normal casting of the spell, centered on its current location.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.

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