Watery Sphere
Level 4 Conjuration
Magic School
Casting Time
1 action
V, S, M
90 ft (5 ft sphere)
Up to 1 minute
You conjure up a 10' radius sphere of water on a point you can see within range. The sphere can hover no more than 10' off the ground. Any creature in the sphere's space makes a Str saving throw. On success, a creature is ejected to the nearest unoccupied space outside it. Huge or larger creature succeeds automatically. On a failed save, a creature is restrained and engulfed by the water. At the end of each of its turns, a restrained target can repeat the save. The sphere can restrain a max 4 Medium or smaller creatures, or 1 Large creature. If the sphere restrains a creature in excess of these numbers, a random creature falls out of it.

As an action, you can move the sphere 30' in a straight line. If it moves over a pit or other drop, it safely descends until it is hovering 10' over ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, but only once per turn.

When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30' of it. Any creature restrained by the sphere is knocked prone where it falls.
Verbal Components
Material Component: a droplet of water
Verbal Components
Verbal Component: Sie Orbis di Aqua
Druid, Sorcerer, Wizard, Rogue