Level
6th
Casting Time
1 Action
Range/Area
90 ft. (10 ft. *)
Components
V, S, M *
Duration
Concentration 1 Minute
School
Conjuration
Attack/Save
DEX Save
Damage/Effect
Bludgeoning

You conjure up a sphere of water with a 10-foot radius at a point you can see within range. The sphere can hover but no more than 15 feet off the ground. The sphere remains for the spell’s duration.

Any creature in the sphere’s space must make a Dexterity saving throw or be drawn into the sphere of buffeting sandblast. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere and takes 5d6 magical bludgeoning damage. A Gargantuan creature succeeds on the saving throw automatically, and a Huge or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the top of each turn, the restrained creature/s take 5d6 bludgeoning damage. At the end of each of its turns, a restrained target can make a Strength saving throw, ending the effect on itself on a success.

The sphere can restrain as many as 12 Medium or smaller creatures, 3 Large creature or one Huge one. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.

Ranged attacks cannot pierce through the strong winds, and visibility inside the sphere is considered lightly obscured.

As a bonus action, you can move the sphere up to 20 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 15 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.

When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The sand then vanishes.

At higher levels casting the spell at any level above 6th adds 2d6 to the damage taken by each creature.

* - (a handful of a mixture of ground glass and powdered silver)

Spell Tags: Control

Available For: Druid (Legacy) Sorcerer (Legacy) Wizard (Legacy) Cleric (Legacy) - Tempest Domain (Legacy) Warlock (Legacy) - The Genie

Artemis316

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