Homebrew
Comet
2-level Conjuration
Casting Time: 1 action
Range/Area: 60ft
Components: Verbal, Somatic
Duration: concentration, up to 1 minute
Attack/Save: Dexterity
Damage/Effect: cold
A 3-foot-diameter sphere of ice and rock 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 1d6 cold damage on a failed save and their speed is reduced by 10 feet until the end of their next turn. On a successful save they take half as much damage and are not slowed. As a bonus action, you can move the comet up to 50 feet. If you ram the comet 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 comet, you can direct it over barriers up to 10 feet tall and jump it across pits up to 15 feet wide. The comet sheds dim light in a 20-foot radius.
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.
Available for: Druid, Wizard