Watery Sphere Spell in D&D 5e: Uses and Limitations

Watery Sphere is a spell in the 5th edition of Dungeons & Dragons (5e). It is a 4th-level Conjuration spell that allows the caster to create a sphere of water with a 10-foot radius centered on a point within range. The sphere can be moved by the caster and can flow over barriers and around corners.

When a creature starts its turn within 5 feet of the sphere, it must make a Strength saving throw or take 2d8 bludgeoning damage and be pushed 10 feet away from the sphere. If a creature enters the sphere for the first time or starts its turn there, it must also make a Strength saving throw or take 2d6 cold damage. The spell lasts for up to 1 minute and requires concentration to maintain. It can be used by Druids, Sorcerers, and Wizards in the game.

You do raise a sphere of the water with a 10-foot radius on a particular point which you’ll see within a variety. Actually, the spheres are often hovering within the air, but less than ten feet off the bottom. So, the sphere will remain for the duration of the spell.

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Any of the creatures within the sphere’s space must make a Strength saving throw. Basically, on a successful save, the creature is ejected from that specific space up to the closest unoccupied space outside of it. Basically, a large or larger creature will succeed on the saving throw automatically. But on a failed saving throw a creature is restrained by the sphere and is engulfed by the water. But at the top of each of its turns, a restrained target often repeats the saving throw.

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How to Use the Watery Sphere Spell in D&D 5e

Watery Sphere is a spell in the 5th edition of Dungeons & Dragons (5e). Here are the details of the spell:

Master the Watery Sphere Spell in D&D 5e: Everything You Need to Know

  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute
  • Scales: No
  • Casters: Druid, Sorcerer, Wizard

When you cast this spell, you create a sphere of water with a 10-foot radius centered on a point within range. The sphere can be manipulated by you as an action on each of your turns while you maintain concentration on the spell. You can move the sphere up to 30 feet in any direction, and you can make it flow over barriers and around corners.

Any creature that starts its turn within 5 feet of the sphere must make a Strength saving throw or take 2d8 bludgeoning damage and be pushed 10 feet away from the sphere. A creature that enters the sphere for the first time or starts its turn there must also make a Strength saving throw or take 2d6 cold damage. The spell ends if you stop concentrating on it, or if the sphere reaches the spell’s maximum duration.

The sphere can restrain most of the 4 medium or smaller creatures alternatively one large creature. Suppose, if the sphere restrains a creature during more than these numbers and a random creature that was already restrained by the sphere falls out of it and then lands prone in a space within 5 feet of it.

Like an action, you’ll easily move the sphere up to 30 feet during a line. Suppose, if it moves over a pit, cliff, or other drop and it’ll safely descend until it’s hovering 10 feet over the bottom. But any creature which is restrained by the sphere moves with it. You’ll easily ram the sphere into the creatures and force them to form the saving throw but not quite once per each turn.

At Higher Levels: Whenever the spell ends, the sphere will fall to the bottom and extinguishes all of the traditional flames within 30 feet of it. Any of the creatures which are restrained by the sphere is knocked prone within the space wherever it’ll fall.

Watery Sphere gets a variety of changes: “On a successful save, a creature is ejected from that space to the closest unoccupied space of the creature’s choice outside the sphere. A large or larger creature succeeds on the saving throw automatically, and an outsized or smaller creature can prefer to fail it.” The last sentence of the second paragraph now reads “At the top of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a hit.” The second sentence of the third paragraph now begins with “If the sphere restrains a creature in more than these numbers.” At the top of the fourth paragraph, the phrase “but not quite once per turn” is deleted. At the top of the spell description, the subsequent sentence is added: “The water then vanishes.”

A globe of water moves and rolls in the direction of your choice at a speed of up to 30 ft./round. As a part of this movement, it can climb or jump up to 30 ft. to strike an object. It quenches fires and may entangle one creature Medium-sized or smaller.

When the sphere enters the space of a target, it is often avoided with a successful Reflex save. On a failed save, the target is entangled by the sphere; it’s immediately considered submerged and must hold its breath to avoid drowning if it cannot breathe water. Once the watery sphere has entangled a creature, it moves with them. The entangled creature can plan to break away from the sphere as a move action, making a Strength or Escape Artist ask a DC to flee capably the DC of the spell.

FAQs

Q: Who can use the Watery Sphere spell in D&D 5e?

A: The Watery Sphere spell can be used by Druids, Sorcerers, and Wizards in the game.

Q: What does the Watery Sphere spell do?

A: The Watery Sphere spell creates a sphere of water with a 10-foot radius centered on a point within range. The caster can manipulate the sphere, moving it up to 30 feet in any direction. Any creature that starts its turn within 5 feet of the sphere must make a Strength saving throw or take 2d8 bludgeoning damage and be pushed 10 feet away from the sphere. A creature that enters the sphere for the first time or starts its turn there must also make a Strength saving throw or take 2d6 cold damage. The spell lasts for up to 1 minute and requires concentration to maintain.

Q: Does the Watery Sphere spell affect flying creatures?

A: Yes, the Watery Sphere spell can affect flying creatures that are within 5 feet of the sphere. They must make a Strength saving throw or take damage and be pushed away from the sphere.

Q: Can the Watery Sphere spell be used underwater?

A: Yes, the Watery Sphere spell can be used underwater, but it might not be as effective as on land. The sphere may not move as quickly or easily underwater, and the effects of the spell may be lessened depending on the situation.

Q: Can the Watery Sphere spell be used to extinguish fires?

A: While the spell description does not specifically mention the ability to extinguish fires, a DM may allow creative use of the spell to attempt to put out flames. It would ultimately depend on the situation and the DM’s discretion.

Q: Can the Watery Sphere spell be dispelled?

A: Yes, the Watery Sphere spell can be dispelled by a spell such as Dispel Magic or Counterspell, or if the caster loses concentration on the spell.

Q: Can the Watery Sphere spell be used to block the line of sight?

A: While the spell does create a sphere of water, it is ultimately up to the DM’s discretion whether or not it can be used to block the line of sight. It is not explicitly mentioned in the spell description.

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