Spell Description
You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell's duration.
Any creature that enters the sphere for the first time on a turn or ends its turn there must make a Strength saving throw. On a successful save, a creature is ejected from the sphere to the nearest unoccupied space of the creature's choice outside the sphere. A huge or larger creature succeeds on the saving throw automatically, and a large 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. The sphere can restrain as many as four Medium or smaller creatures or one large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere is ejected 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 when it moves.
When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it and all creatures restrained by the sphere is knocked prone as they fall to the ground. The water then vanishes.
Watery Sphere
4th level, primal (conjuration)
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Casting Time
1 action
Duration
1 minute (concentration)
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Range
90 feet (sight)
Components
V,S,M*
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*this spell requires
a droplet of water.
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