Watery Sphere D&D 5th Edition

4th-level conjuration

Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a droplet of water)
Duration: Concentration, up to 1 minute

You do conjure up a sphere of the water with the 10-foot radius on a specific point which you can see within a range. Actually, the sphere can be hover in the air, but not more than the 10 feet off the ground. So, the sphere will remain for the spells duration.

Any of the creature in the sphere’s space must be make a strength saving throw. Basically, on a successful save, the creature is ejected from that specific space up to the nearest unoccupied space outside of it. Basically, a huge or the larger creature will succeeds on the saving throw automatically. But on a failed saving throw a creature is restrained by the sphere and is engulfed by the water. But at the end of each of its turns, a restrained target can be repeat the saving throw.

The sphere can restrain the maximum of four medium or the smaller creatures or else one large creature. Suppose, if the sphere restrains a creature in an excess of these numbers and a random creature which was already restrained by the sphere falls out of it and then lands prone in a space within 5 feet of it.

Like an action, you can easily move the sphere up to 30 feet in a straight line. Suppose, if it moves over a pit, cliff, or other drop and it will safely descends until it is hovering 10 feet over the ground. But any creature which is restrained by the sphere moves with it. You can easily ram the sphere into the creatures and forcing them to make the saving throw but no more than the once per each turn.

At Higher Levels: Whenever the spell ends, the sphere will fall to the ground and extinguishes all of the normal flames within the 30 feet of it. Any of the creature which is restrained by the sphere is knocked prone in the space wherever it will fall.

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