Level
2nd
Casting Time
1 Action
Range/Area
60 ft. (5 ft. )
Components
V, S, M *
Duration
Concentration 1 Minute
School
Conjuration
Attack/Save
STR Save
Damage/Effect
Restrained (...)

Once per day you can conjure up a sphere of water engulfing a target's head. The sphere remains for the spell’s duration.

The affected creature must make a Strength saving throw against the caster's Spell DC. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere on a medium or smaller creature and is prone. On a failed save, a creature is restrained by the sphere is engulfed by the water and considered suffocating*. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.

at 2nd level the sphere can be used on one medium or smaller creature at a time. If the sphere restrains an additional creature that causes it to exceed this capacity, the first creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.

As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into a creature, 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 water then vanishes.

At 4th level it can be used on 2 medium or small creatures.

At 6th level it can be used on 4 medium or small creatures or one large creature.

At 8th level it can be used on 6 medium or small creatures, 2 large creatures or 2 small or medium creatures and 1 large creature.

 

* Suffocating: A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).

When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again.

For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points.

* - (A waterskin amount of water or more)

Previous Versions

Name Date Modified Views Adds Version Actions
10/3/2019 5:18:39 PM
2
0
1
Coming Soon
10/10/2019 4:01:44 PM
25
1
2
Coming Soon

Spell Tags: Control

Available For: Druid (Legacy) Cleric (Legacy) - Nature Domain (Legacy) Cleric (Legacy) - Tempest Domain (Legacy) Sorcerer (Legacy) - Storm Sorcery Wizard (Legacy) - School of Conjuration (Legacy)

SpootyTWK

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