You conjure up a sphere of water with a 5-foot radius on a point you
can see within range. The sphere can hover in the air, but no more
than 10 feet off the ground. The sphere remains for the spell’s
duration.
Any creature in the sphere’s space must make a Strength saving
throw. On a successful save, a creature is ejected from that space
to the nearest unoccupied space outside it. A Huge or larger
creature succeeds on the saving throw automatically. On a failed
save, a creature is restrained by the sphere and is engulfed by the
water. At the end of each of its turns, a restrained target can
repeat the saving throw.
The sphere can restrain a maximum of four Medium or smaller
creatures or one Large creature. If the sphere restrains a creature
in excess of these numbers, 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.
As an action, you can move the sphere up to 30 feet in a straight
line. If it moves over a pit, cliff, or other drop, it safely descends
until it is hovering 10 feet over ground. Any creature restrained by
the sphere moves with it. You can ram the sphere into creatures,
forcing them to make the saving throw, but no more than once per
turn.
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. |