Unstable Sphere (5e Spell)

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Unstable Sphere
3rd-level Conjuration
Casting time: 1 action
Range: 60 feet
Components: VSM (broken glass)
Duration: Concentration, up to 1 minute


You summon an entropic, fractal orb of light to blind and burn your enemies. In a 5-foot cube you can see within range, a sphere of twisting mirror-like prisms appears. Any creature in its space when the spell is cast must succeed on a Dexterity saving throw or take 4d6 radiant damage, taking half that on a success. Then, each creature in a 10-foot radius around the sphere must succeed on a Constitution saving throw or be blinded for 1 minute. A blinded creature may remake the Constitution saving throw at the beginning of each of its turns, ending the effect on itself on a success.

On your turn, as an action, you can make a spellcasting ability check with a DC of 12. If you do, you may move the sphere up to 30 feet in any direction. It can squeeze through openings as small as 1 inch in diameter. If you do not use your action to move the sphere, or if you fail to control it, the sphere moves 30 feet in any number of directions on its own. Any creature whose space it passes through must succeed on a Dexterity saving throw or take 2d6 radiant damage.

If the sphere stops moving in a creature’s space, that creature must succeed on a Dexterity saving throw or take 3d6 radiant damage, taking half that on a success. Then, the sphere repeats the blinding effect as seen above.

Finally, if you roll 3 or more 6s when you roll damage for the sphere, the sphere explodes violently. Every creature in a 30-foot radius from the sphere must succeed on a Dexterity throw or take 6d6 radiant damage, taking half that on a success, and the spell ends.

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