A 5-foot-diameter ball of flame appears in an unoccupied space you specify within the cast range, and it stays there for the duration of the spell. Any creature must make a Dexterity save when it ends its turn within 5 feet of the fireball. Those who fail the save will take 2d6 points of fire damage, and if the save succeeds, the damage is halved.

Flaming Sphere 5e

Level: 2nd

Classes: Druid, Wizard

Casting Time: 1 Action

Range: 60 feet

Components: V, S, M

Duration: Concentration, up to 1 minute

You can use a bonus action to move the fireball 30 feet. If you push the fireball towards a creature, the creature must make a saving throw against fireball damage, and the fireball stops moving during the turn.

When moving the fireball, you can direct it over obstacles no higher than 5 feet, or over pits no wider than 10 feet. The fireball will ignite any combustible objects that are not worn or carried, and emit bright light with a radius of 20 feet around it, as well as shimmer light 20 feet outside the range.

When using a spell slot of 3rd level or higher to cast this spell, the damage of the spell slot you use is increased by 1d6 for every level higher than 2nd level.