One problem with a sphere of annihilation is that ANYONE can try to control it with a contested Arcana check. The character/NPC currently needs to make a DC25 arcana check to get control of an uncontrolled sphere but after that is it just a contested roll with whoever comes out on top having control. Unless the NPC with control has an extremely high arcana skill (like Acerak), any 1 knowledge cleric/ X wizard will have a good chance of taking over control of the sphere. In fact, the Talisman of the sphere just gives you expertise in the arcana skill for control checks (and possibly the ability to move the sphere faster though the text of the talisman says you can "levitate" it farther which is pretty useless since levitate is only up and down usually).
Anyway, most PCs with one of these in their possession might quickly find it wrested from their control by NPC wizards.
Overall, it is pretty thematic but just not worth using in most circumstances. (It is also slow to move around and requires an action to do so ... so keeping it with you may also be a problem).
Fun times. Keep it in range of a Glyph of Warding, triggering a Lv9 Fireball if control over the Sphere of Annihilation ever changes.
Fun times. Keep it in range of a Glyph of Warding, triggering a Lv9 Fireball if control over the Sphere of Annihilation ever changes.
RAW, I don't believe you could have a lv9 fireball in a Glyph of Warding. This would require you to cast both GoW at lv9 AND the fireball spell at lv9, but no class has 2 lv9 slots.
Also, you probably have better than a fireball to choose anyway... Even if you wanna go pure damage, someone who would be able to wrestle control from you probably doesn't have a great DEX save, so a disintegrate at lv8 for 16d6+40 might temper their ambitions a bit.
But my personal preference would be a feeblemind. Sure, if it's wizard, it's likely to be resisted, but if it works, you've basically shut down the threat instantly.
Fun times. Keep it in range of a Glyph of Warding, triggering a Lv9 Fireball if control over the Sphere of Annihilation ever changes.
RAW, I don't believe you could have a lv9 fireball in a Glyph of Warding. This would require you to cast both GoW at lv9 AND the fireball spell at lv9, but no class has 2 lv9 slots.
Also, you probably have better than a fireball to choose anyway... Even if you wanna go pure damage, someone who would be able to wrestle control from you probably doesn't have a great DEX save, so a disintegrate at lv8 for 16d6+40 might temper their ambitions a bit.
But my personal preference would be a feeblemind. Sure, if it's wizard, it's likely to be resisted, but if it works, you've basically shut down the threat instantly.
Fair, but it wasn't a serious suggestion, more for a fun thought. But you're right, Feeblemind would be a vicious counterstroke.
ETA: Some NPCs have more than one lv 9 spell slot. Acererak does for example.
Sorry to necromance an old thread (though, I suppose that's a bit appropriate considering we are talking about Acererak) but I'm just about to run the finale of ToA and wanted to bounce some ideas around.
I'm not sure "insta-death" from the Sphere IS "DM fiat", I actually think it is the intended effect of the Sphere. When you come across a different Sphere in the Maze of Death it *explicitly* mentions in the text that sticking your arm in it is an easy and applicable way to lower the stone slabs cutting the Maze off from the rest of the Tomb.
You don't take force damage, the arm is just gone gone. I don't think "engulfing an object" is MEANT to be read as requiring the highest level unit of organization. You aren't required to deal 4d10 Force damage to a mountain, you just dig a Sphere shaped hole in it. Ditto a tree. If an arm, or knee, or head is engulfed then that object is just destroyed. If it is not a discrete section that can be removed in a sensible way (say, it glances the shoulder of a gargantuan creature), THEN you apply the Force damage. Or when the character is actively avoiding it, where a failed save represents the character mostly, but not entirely, dodging it.
If a character is free to move around I think it's entirely reasonable to assume that the Sphere is never more than grazing them. But a restrained or unconscious character who can't get away? Yah, I think the rules are meant to be interpreted as instant death.
Sorry too to necro this. But don't you have to do another Arcana DC 25 check action every time you want to move the sphere? It says nothing about permanent control in the description. Even a high-level Wizard with +11 Arcana only has about a 1/3 chance (roll 14 or higher) to move it into the intended direction, and a 2/3 chance that it moves 10 ft towards them. Is that just weird wording or is it very impractical?
Sorry too to necro this. But don't you have to do another Arcana DC 25 check action every time you want to move the sphere? It says nothing about permanent control in the description. Even a high-level Wizard with +11 Arcana only has about a 1/3 chance (roll 14 or higher) to move it into the intended direction, and a 2/3 chance that it moves 10 ft towards them. Is that just weird wording or is it very impractical?
The Talisman of the Sphere doubles the wearers proficiency bonus, so a 20th level user would have a +17 for their check (Roll of 8 or higher). With advantage, that's about an 80% chance to control.
Impractical for a player, perhaps, but for Acererak, who has a +22 Intelligence(Arcana) modifier, it will work at least 80% of the time. Though, I think his monster statblock just assumes permanent control.
Sorry too to necro this. But don't you have to do another Arcana DC 25 check action every time you want to move the sphere? It says nothing about permanent control in the description. Even a high-level Wizard with +11 Arcana only has about a 1/3 chance (roll 14 or higher) to move it into the intended direction, and a 2/3 chance that it moves 10 ft towards them. Is that just weird wording or is it very impractical?
It's generally good practice to try to stand in the direction you want it to move. Alternatively, take 11 levels of rogue, pick up arcana expertise and reliable talent to control it at will.
Correct me if I'm wrong, but couldn't you move them against their will into this sphere? With a spell like bigby's hand, you could just pick them up and move them so that their head is plunged into the sphere, probably instakilling them? I mean, they would need a really flexible neck to dodge that. Or just stop them from moving like through a spell as simple as sleep and move it onto their head in their slumber. The way I see it, if it obliterates all it touches, and you can't stop it from engulfing your head, it would probably kill you.
I’ve never read it as Insta killing anything that’s larger than it (ie. Most creatures only take damage).
I only roll control once on the first round. Subsequent rounds require no Arcana check because it is already controlled and can be levitated with a plain action. This is implied that you can be “in control” at the beginning of your turn as indicated in the Talisman description. And starting your turn in control means an arcana check is not needed as the sphere is not “uncontrolled”.
Then it’s a simple matter to hit a couple targets per round with the 4d10 :)
4d10 damage is a lot for the sphere and almost certainly one of the highest damaging artifacts in the game (according to RAW at least), although you can't fully bring that power to bear without the Talisman of the Sphere.
"[...] The Sphere levitates in one direction of your choice [up to a distance]. [...] A creature whose space the Sphere enters must succeed [or take] force damage."
RAW interpretation:
Unlike most persistent damaging AoE spell effects in 5e, the Sphere of Annihilation is unique because it does damage whenever the sphere enters a creatures space rather than when they begin their turn or end of their turn in the sphere's space. Unlike Flaming Sphere, it doesn't stop at the first creature hit and it makes no mention that it only deals this damage the first time it enters a creautures space per turn. The Sphere itself can only be levitated in 1 direction with an action which would mean that you can usually only damage a creature once per turn with it.
... Unless you have the Talisman of the Sphere which states:
"You can use an action to Levitate it [up to a distance]"
Notice how when you use the Talisman of the Sphere, the "one direction of your choice" limitation goes away? Yeah, with the talisman you can change the direction of the sphere, at 20 int, you have a +5 modifier, which means you can move the sphere 60 feet. Moving it back and forth through a creatures space allows you to force up to 6 DC 13 dex saves for 4d10 damage each. Probably still won't do much vs the rogue, but the wizard? the Str-based Fighter? Acererak has a +8 int which means he gets to move it 90ft for a total of 9 DC 13 dex saving throws for 4d10 damage each. Granted this goes down if you try and consistently run away from the thing but Acererak can also do this as a legendary action which means if you are anywhere near the thing, you are screwed. By RAW, in terms of single target damage per action (5th level divine smite crits with a vorpal blade aside), you really can't beat out the Sphere of Annihilation.
Also sorry to necro this. Item description indicates you only have to do the DC 25 check if the sphere is uncontrolled. If you attempt to control the sphere when it's already under someone else's control, then it's a contested INT Arcana check.
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Fun times. Keep it in range of a Glyph of Warding, triggering a Lv9 Fireball if control over the Sphere of Annihilation ever changes.
RAW, I don't believe you could have a lv9 fireball in a Glyph of Warding. This would require you to cast both GoW at lv9 AND the fireball spell at lv9, but no class has 2 lv9 slots.
Also, you probably have better than a fireball to choose anyway... Even if you wanna go pure damage, someone who would be able to wrestle control from you probably doesn't have a great DEX save, so a disintegrate at lv8 for 16d6+40 might temper their ambitions a bit.
But my personal preference would be a feeblemind. Sure, if it's wizard, it's likely to be resisted, but if it works, you've basically shut down the threat instantly.
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Fair, but it wasn't a serious suggestion, more for a fun thought. But you're right, Feeblemind would be a vicious counterstroke.
ETA: Some NPCs have more than one lv 9 spell slot. Acererak does for example.
Sorry too to necro this. But don't you have to do another Arcana DC 25 check action every time you want to move the sphere? It says nothing about permanent control in the description. Even a high-level Wizard with +11 Arcana only has about a 1/3 chance (roll 14 or higher) to move it into the intended direction, and a 2/3 chance that it moves 10 ft towards them. Is that just weird wording or is it very impractical?
The Talisman of the Sphere doubles the wearers proficiency bonus, so a 20th level user would have a +17 for their check (Roll of 8 or higher). With advantage, that's about an 80% chance to control.
Impractical for a player, perhaps, but for Acererak, who has a +22 Intelligence(Arcana) modifier, it will work at least 80% of the time. Though, I think his monster statblock just assumes permanent control.
It's generally good practice to try to stand in the direction you want it to move. Alternatively, take 11 levels of rogue, pick up arcana expertise and reliable talent to control it at will.
Correct me if I'm wrong, but couldn't you move them against their will into this sphere? With a spell like bigby's hand, you could just pick them up and move them so that their head is plunged into the sphere, probably instakilling them? I mean, they would need a really flexible neck to dodge that. Or just stop them from moving like through a spell as simple as sleep and move it onto their head in their slumber. The way I see it, if it obliterates all it touches, and you can't stop it from engulfing your head, it would probably kill you.
I’ve never read it as Insta killing anything that’s larger than it (ie. Most creatures only take damage).
I only roll control once on the first round. Subsequent rounds require no Arcana check because it is already controlled and can be levitated with a plain action. This is implied that you can be “in control” at the beginning of your turn as indicated in the Talisman description. And starting your turn in control means an arcana check is not needed as the sphere is not “uncontrolled”.
Then it’s a simple matter to hit a couple targets per round with the 4d10 :)
4d10 damage is a lot for the sphere and almost certainly one of the highest damaging artifacts in the game (according to RAW at least), although you can't fully bring that power to bear without the Talisman of the Sphere.
"[...] The Sphere levitates in one direction of your choice [up to a distance]. [...] A creature whose space the Sphere enters must succeed [or take] force damage."
RAW interpretation:
Unlike most persistent damaging AoE spell effects in 5e, the Sphere of Annihilation is unique because it does damage whenever the sphere enters a creatures space rather than when they begin their turn or end of their turn in the sphere's space. Unlike Flaming Sphere, it doesn't stop at the first creature hit and it makes no mention that it only deals this damage the first time it enters a creautures space per turn. The Sphere itself can only be levitated in 1 direction with an action which would mean that you can usually only damage a creature once per turn with it.
... Unless you have the Talisman of the Sphere which states:
"You can use an action to Levitate it [up to a distance]"
Notice how when you use the Talisman of the Sphere, the "one direction of your choice" limitation goes away? Yeah, with the talisman you can change the direction of the sphere, at 20 int, you have a +5 modifier, which means you can move the sphere 60 feet. Moving it back and forth through a creatures space allows you to force up to 6 DC 13 dex saves for 4d10 damage each. Probably still won't do much vs the rogue, but the wizard? the Str-based Fighter? Acererak has a +8 int which means he gets to move it 90ft for a total of 9 DC 13 dex saving throws for 4d10 damage each. Granted this goes down if you try and consistently run away from the thing but Acererak can also do this as a legendary action which means if you are anywhere near the thing, you are screwed. By RAW, in terms of single target damage per action (5th level divine smite crits with a vorpal blade aside), you really can't beat out the Sphere of Annihilation.
Also sorry to necro this. Item description indicates you only have to do the DC 25 check if the sphere is uncontrolled. If you attempt to control the sphere when it's already under someone else's control, then it's a contested INT Arcana check.