Defenestrating Sphere
3.5th Edition
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.
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.
This is a rare option
This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.
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