Level
2nd
Casting Time
1 Action
Range/Area
Self (*)
Components
V, S, M *
Duration
1 Minute
School
Conjuration
Attack/Save
DEX Save
Damage/Effect
Control (...)

A dense crystalline sphere encloses you. If you are being grappled by another creature of the same size, it can choose to perform a dexterity saving throw to escape being trapped in the sphere with you. Otherwise, it is forced out of the sphere, ending the grapple.

Nothing--not physical objects, energy, or other spell effects--can pass through the barrier, in or out, not even air. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. Breathing creatures within the sphere can survive up to a number of rounds equal to 10 divided by the number of creatures (minimum 1 round).

The sphere is heavy and just large enough to contain the caster. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at a speed equal to 5f X the caster's STRENGTH Modifier (Minimum 5ft). Similarly, the globe can be moved by other creatures.

A disintegrate spell targeting the globe destroys it without harming anything inside it.

* - (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic)

Spell Tags: Control Warding

Available For: Wizard (Legacy) Bard (Legacy) - College of Creation Cleric (Legacy) - Knowledge Domain (Legacy) Cleric (Legacy) - Forge Domain

Obsideye

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