Defenestrating Sphere

3.5th Edition
From the pearl you hold between your thumb and ring finger erupts a cloudy gray sphere of whirling air and howling wind that flies to attack your enemies.   When you cast this spell, you create a violently swirling sphere of air. As a move action, you can make the sphere travel up to 30 ft. per round and strike a creature or object you indicate as a ranged touch attack. Any creature struck by the sphere takes 3d6 points of damage from the force of its winds. In addition, Medium or smaller creatures must succeed on a Fortitude save or be knocked prone. Creatures that fall prone must then succeed on a second Fortitude save or be swept up by the sphere and driven 1d8×10 feet into the air, dropping 1d6 squares from their original position in a random direction and taking falling damage as normal. If a window is within range, the subject is automatically thrown in that direction.   If some obstacle prevents the subject creature from reaching its expelled height, it takes 1d6 for every 10 feet of movement it was unable to complete, so that a creature hurled 50 feet up in a room with a 20-foot ceiling would take 3d6 points of damage from the impact, then take 2d6 points of damage when it falls back to the ground.   The sphere can affect a maximum of one creature or object per round, and winks out if it exceeds the spell's range.   Focus: a gray pearl worth at least 100 gp.
 
5th Edition
You conjure a swirling 2-foot-radius sphere of violent, howling wind that speeds across the battlefield. When you cast this spell, and as a bonus action on each of your turns thereafter, you may move the sphere up to 30 feet and direct it to strike a creature or object within its reach.   Make a ranged spell attack against the target. On a hit, the target takes 3d6 bludgeoning damage. If the target is Large or smaller, it must succeed on a Strength saving throw or fall prone.   If the creature falls prone, it must immediately make a second Strength saving throw. On a failure, it is hurled (1d8 × 10) feet straight into the air and lands 1d6 × 5 feet away in a random horizontal direction (roll a d8 for direction). The creature takes falling damage as normal for the height traveled and from any collisions. If an obstacle prevents it from reaching its full height, it takes 1d6 bludgeoning damage for every 10 feet it could not ascend before falling.   If a window or opening is within range of the horizontal displacement, the DM may decide the creature is flung through it automatically.   The sphere disappears if it moves beyond 120 feet of you or when its duration ends. The sphere can affect one creature or object per round.   At Higher Levels. When you cast this spell using a higher level spell slot, increase the damage by 1d6 for each slot level above its base level.
 

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Spell Descriptors
Air
2nd Edition
Level
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School
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Range
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Components
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AoE
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Casting Time
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3.5th Edition
Level
Bard 4, Sorcerer 4, Wizard 4
Components
V, S, AF (A gray pearl worth at least 100 gp)
Casting Time
1 Standard Action
Range
Medium (100 feet + 10 feet/level)
Effect
2-foot-radius Sphere
Duration
1 Round/Level (D)
Saving Throw
Fortitude partial; see text
Spell Resistance
Yes

 
4th Edition

 
5th Edition
Level
Bard 4, Sorcerer 4, Wizard 4
Casting Time
1 Action
Range
120 Feet
Components
V, S, M (A gray pearl worth at least 100 gp)
Duration
Concentration; Up to 1 Minute

 
Pathfinder 2e
Tags
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Traditions
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Cast
Range
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Defense
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Verbal Components

{The words spoken in English to invoke this magic; if applicable}
Cavellan
{The translated words spoken in Cavellan to invoke this magic}
Maherasi
{The translated words spoken in Maherasi to invoke this magic}
Celestial
{The translated words spoken in Celestial to invoke this magic}
Infernal
{The translated words spoken in Infernal to invoke this magic}
Pit-Tongue
{The translated words spoken in Pit-Tongue to invoke this magic}
High Draconic
{The translated words spoken in High Draconic to invoke this magic}
High Elvish
{The translated words spoken in High Elvish to invoke this magic}

Somatic Components

{A 2-3 sentence description of the motions done by the caster with one or both hands to invoke this magic, if applicable}.

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