Sphere of Water

Conjuration School – Level 3

Type: Normal Spell

Reach: 30 feet

Duration: 10 minutes, using Concentration

Effect: You create a floating sphere of water capable of holding multiple creatures at once.

Choose a point within reach to summon the sphere of water. All creatures within 5 feet of that point must succeed on an Athletics Save or become trapped inside the sphere.

While inside the sphere, a creature becomes Contained, Immobilized, and is considered to be underwater. A creature in the sphere can use its Action to repeat this Athletics Save, swimming outside the sphere on a success.

As a Bonus Action, you can move the sphere up to 30 feet in any direction, but it must remain within the spell’s reach. When a creature touches the sphere, it must make the Athletics Save of this spell.

The sphere can hold up to one Large creature, three Medium or Small creatures, or six Tiny creatures at once. If the sphere is already holding its maximum capacity, a creature that fails the Athletics Save takes 1d12 strike damage instead.

A target that takes this strike damage stops being Ignited.

Spell List: Druid, Inventor, Sorcerer, Wizard

Elysium's Door