Sorcerer Spells: Difference between revisions

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This spell grants the ability to move across any liquid surface--such as water, acid, mud, snow, quicksand, or lava--as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.<br>
This spell grants the ability to move across any liquid surface--such as water, acid, mud, snow, quicksand, or lava--as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.<br>
If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.
== Level 4 ==
{| class="wikitable"
|+ Aura of Doom
|-
| Level: 4 || Casting Time: 1 Action || Illusion
|-
| Range: 15ft Moving Emanation || Duration: 1 Minute (Concentration) || Components: V
|}
You emanate an almost palpable aura of horror. You designate any number of creatures you can see to be unaffected by this spell when cast. When a creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw or become Frightened of you for 1 minute. A creature can repeat the saving through at the end of each of its turns, ending the effect on itself on a success.
{| class="wikitable"
|+ Aversion
|-
| Level: 4 || Casting Time: 1 Action || Enchantment
|-
| Range: 60ft || Duration: 10 Days || Components: V
|}
You choose a creature within range and plant a revulsion in its mind, causing them to avoid an object or location. You must choose a specific object or location measuring no more than 50ft on any side. The target makes a Wisdom Saving Throw, on a failure, it is unable to willingly move within 60ft of the chosen object or location.<br>
This effect solely effects the target creature, the chosen area or object is in no way rendered magical from this spell.<br>
The target makes every reasonable effort to avoid the object of the aversion, but will not put themself in danger in order to maintain this distance, such as a bridge being the aversion, but still crossing it to avoid an approaching forest fire.<br>
If the target enters within 60ft of the aversion for any reason it is overcome with nausea, suffering disadvantage on Attack Rolls and Ability Checks while in within this radius.
{| class="wikitable"
|+ Banishment
|-
| Level: 4 || Casting Time: 1 Action || Abjuration
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (an item distasteful to the target worth at least 1CP)
|}
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.<br>
If the target is native to the plane of existence you're on, you banish the target to a harmless section of the Second Ward. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.<br>
If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
{| class="wikitable"
|+ Blight
|-
| Level: 4 || Casting Time: 1 Action || Necromancy
|-
| Range: 30ft || Duration: Instant || Components: VS
|}
Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.<br>
If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.<br>
If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw; it simply withers and dies.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
{| class="wikitable"
|+ Boulder Shot
|-
| Level: 4 || Casting Time: 1 Action || Transmutation
|-
| Range: 120ft || Duration: Instant || Components: VS
|}
You summon a boulder from an unoccupied space adjacent to a surface within range that you can see, such as a floor, wall or ceiling. The surface must be at least 1 foot deep, or else the spell fails.<br>
When the boulder appears, you use magic to hurl it at one creature or object within 120 feet of the boulder that you can see. Make a spell attack against the target. On a hit, the target takes 6d10 nonmagical bludgeoning damage, falls prone, and is pushed 15 feet away from the boulder's originating point on a failed save. On a miss, the target takes half damage and is not knocked prone or pushed. This spell attack ignores disadvantage from a target being Prone<br>
The spell attack you make with this spell determines cover and line of effect (including the direction to push) as if it was made from the location where the boulder was summoned rather than your location, and it ignores disadvantage caused by a target being prone.
This spell deals double damage to objects and structures.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the damage dealt increases by 1d10 for each slot level above 4th.
{| class="wikitable"
|+ Charm Monster
|-
| Level: 4 || Casting Time: 1 Action || Enchantment
|-
| Range: 30ft || Duration: 1 Hour || Components: VS
|}
You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
{| class="wikitable"
|+ Confusion
|-
| Level: 4 || Casting Time: 1 Action || Enchantment
|-
| Range: 90ft || Duration: 1 Minute (Concentration) || Components: VSM (three nut shells)
|}
This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.<br>
An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
*1: The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
*2-6: The creature doesn't move or take actions this turn.
*7-8: The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
*9-10: The creature can act and move normally.
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.
{| class="wikitable"
|+ Cyclone
|-
| Level: 4 || Casting Time: 1 Action || Transmutation
|-
| Range: 120ft || Duration: 1 Round || Components: VS
|}
A swirling coil of fierce wind rises around one creature that you can see within range. The target must make a Dexterity saving throw. On a failure, the target takes 5d8 bludgeoning damage, you can choose to push it up to 15 feet in any direction, and if the target is Huge or smaller, it is thrown 30 feet up into the air. It remains aloft until the end of your next tum, at which point it falls unless it can stop the fall While held aloft by this spell a creature is restrained if it cannot fly.<br>
On a successful saving throw, the target takes half damage and isn't pushed or launched into the air.
{| class="wikitable"
|+ Dimension Door
|-
| Level: 4 || Casting Time: 1 Action || Conjuration
|-
| Range: 500ft || Duration: Instant || Components: V
|}
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45- degree angle, 300 feet."<br>
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.<br>
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
{| class="wikitable"
|+ Dominate Beast
|-
| Level: 4 || Casting Time: 1 Action || Enchantment
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VS
|}
You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.<br>
While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.<br>
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.<br>
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.<br>
'''At Higher Levels.''' When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.
{| class="wikitable"
|+ Glistening Acid Slick
|-
| Level: 4 || Casting Time: 1 Action || Conjuration
|-
| Range: 60ft Still Emanation || Duration: 1 Minute (Concentration) || Components: VS
|}
You conjure a spray of translucent acid that covers the ground in a 60-foot cone. Until the spell ends, ground in the area is covered by slippery patches of foaming acid, making it difficult terrain. When the area appears, each creature in the area takes 2d4 acid damage and must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there takes 2d4 acid damage and must also succeed on a Dexterity saving throw or fall prone.<br>
In addition, whenever a creature falls prone within the area or ends its turn while prone within the area, it takes 6d4 acid damage. This spell treats creatures that cannot be prone as if they are always prone instead. This spell only affects creatures that are on the ground
{| class="wikitable"
|+ Gravity Sinkhole
|-
| Level: 4 || Casting Time: 1 Action || Evocation
|-
| Range: 120ft || Duration: Instant || Components: VSM (a black marble)
|}
A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn’t pulled.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
{| class="wikitable"
|+ Greater Invisibility
|-
| Level: 4 || Casting Time: 1 Action || Illusion
|-
| Range: Touch || Duration: 1 Minute (Concentration) || Components: VS
|}
You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.
{| class="wikitable"
|+ Heat Wave
|-
| Level: 4 || Casting Time: 1 Action || Evocation
|-
| Range: 50ft Still Emanation || Duration: Instant || Components: VSM (a chunk of cast iron)
|}
A wave of nauseatingly hot air swirls briefly in a 5O-foot cube emanating from you that spreads around corners. Each creature in the area other than you must make a Constitution saving throw. On a failed saving throw, a creature takes 4d10 fire damage, is poisoned until the end of your next turn, and gains one level of exhaustion. On a success, a creature takes half as much damage, is not poisoned, and doesn't gain any exhaustion.<br>
A creature has disadvantage on the saving throw if it has resistance or immunity to cold damage. If it has resistance to fire damage or immunity to fire damage, it has advantage on the saving throw and it can't gain any exhaustion from the spell.<br>
''At Higher Levels.'' When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
{| class="wikitable"
|+ Ice Storm
|-
| Level: 4 || Casting Time: 1 Action || Evocation
|-
| Range: 300ft || Duration: Instant || Components: VSM (a pinch of dust and a few drops of water)
|}
A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.<br>
Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.
{| class="wikitable"
|+ March of Blades
|-
| Level: 4 || Casting Time: 1 Action || Conjuration
|-
| Range: 30ft || Duration: 1 Minute (Concentration) || Components: VSM (any bladed weapon)
|}
You conjure a row of synchronized floating blades made of magical energy in a line 30 feet long and 5 feet wide. The line extends in any direction and originates from any point you can see within range. The blades slash in a wide arc as they appear, forcing each creature in the area to make a Dexterity saving throw. A creature takes 3d10 slashing damage on a failed save, or half as much damage on a success.<br>
The blades provide half-cover to creatures behind them. You can use a bonus action on subsequent turns to move one or both ends of the line to different locations up to 30 feet away that you can see. When you finish moving the area in this way on a turn, you may choose to have the blades slash again, forcing all creatures in the area to repeat the Dexterity saving throw.<br>
The blades last until the spell ends, at which point they vanish. If at any time you aren't within range of at least one end of the line, the spell ends.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the slashing damage dealt increases by 1d10 for each slot level above 4th.
{| class="wikitable"
|+ Maroon
|-
| Level: 4 || Casting Time: 1 Action || Conjuration
|-
| Range: 60ft || Duration: 1 Minute (Concentration) || Components: VSM (an item distasteful to the target worth at least 1CP)
|}
You attempt to send one creature that you can see within range to a random uninhabited island on the same plane of existence. The target must succeed on a Charisma saving throw or be marooned. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is humanoid, when the spell ends the target remains there. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
{| class="wikitable"
|+ Polymorph
|-
| Level: 4 || Casting Time: 1 Action || Transmutation
|-
| Range: 60ft || Duration: 1 Hour (Concentration) || Components: VSM (a caterpillar cocoon)
|}
This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.<br>
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.<br>
The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.<br>
The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.<br>
The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
{| class="wikitable"
|+ Psychic Lance
|-
| Level: 4 || Casting Time: 1 Action || Enchantment
|-
| Range: 120ft || Duration: Instant || Components: V
|}
You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature’s name. If the named target is within range, it becomes the spell’s target even if you can’t see it. If the named target isn’t within range, the lance dissipates without effect.<br>
The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.
{| class="wikitable"
|+ Sickening Radiance
|-
| Level: 4 || Casting Time: 1 Action || Evocation
|-
| Range: 120ft || Duration: Instant, 10 Minutes (Concentration) || Components: VS
|}
Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.<br>
When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, suffer one level of exhaustion, and emit a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.
{| class="wikitable"
|+ Solipsism
|-
| Level: 4 || Casting Time: 1 Action || Illusion
|-
| Range: 120ft || Duration: 1 Round || Components: VSM (a crushed button worth at least 1CP)
|}
You create the image on an object, a creature, or some other visible phenomenon that is no larger than a 40-foot cube. The image appears at a spot that you can see within range and lasts for the duration. All creatuers other than you can immediately identify as an illusion. As long as you believe in it, you may treat it as real. A creature other than you may make a wisdom save to attempt to believe in it, and are able to treat it as real on a successful save.
{| class="wikitable"
|+ Speedy Courier
|-
| Level: 4 || Casting Time: 1 Action || Conjuration
|-
| Range: 10ft || Duration: 10 Minutes || Components: VSM (25GP, or mineral goods of equivalent value, which the spell consumes)
|}
You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature’s body.<br>
As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet.<br>
The target creature is made aware of the chest’s contents before it chooses whether or not to open it, and knows how much of the spell’s duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet.<br>
'''At Higher Levels.''' When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane of existence from you.
{| class="wikitable"
|+ Steam Strike
|-
| Level: 4 || Casting Time: 1 Action || Conjuration
|-
| Range: 60ft || Duration: Instant || Components: VS
|}
You launch a curling blast of scalding hot steam at one creature that you can see within range. Make a ranged spell attack against the target. On a hit, it takes 11d4 fire damage and must succeed on a Constitution saving throw or become Blinded for 1 minute. It repeats the saving throw at the end of each of its turns, ending the blindness on a success. On a miss, the target takes half damage and is not blinded.<br>
Hit or miss, the target's space is filled with steam and mist that makes it lightly obscured until the end of your next turn or until a wind of any speed disperses it.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the damage dealt increases by 2d4 for each slot level above 4th.
{| class="wikitable"
|+ Stoneskin
|-
| Level: 4 || Casting Time: 1 Action || Abjuration
|-
| Range: Touch || Duration: 1 Hour (Concentration) || Components: VSM (diamond dust worth 100GP, which the spell consumes)
|}
This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.
{| class="wikitable"
|+ Storm Sphere
|-
| Level: 4 || Casting Time: 1 Action || Evocation
|-
| Range: 150ft || Duration: 1 Minute (Concentration) || Components: VS
|}
A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.<br>
Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.<br>
Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.
{| class="wikitable"
|+ Vitriolic Sphere
|-
| Level: 4 || Casting Time: 1 Action || Evocation
|-
| Range: 150ft || Duration: Instant || Components: VSM (a drop of giant slug bile)
|}
You point at a location within range, and a glowing, 1-foot-diameter ball of emerald acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.
{| class="wikitable"
|+ Wall of Fire
|-
| Level: 4 || Casting Time: 1 Action || Evocation
|-
| Range: 120ft || Duration: 1 Minute (Concentration) || Components: VSM (a small piece of phosphorous)
|}
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.<br>
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.<br>
One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
{| class="wikitable"
|+ Watery Sphere
|-
| Level: 4 || Casting Time: 1 Action || Conjuration
|-
| Range: 90ft || Duration: 1 Minute (Concentration) || Components: VSM (a droplet of water)
|}
You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell’s duration.<br>
Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.<br>
The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.<br>
As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.<br>
When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.
{| class="wikitable"
|+ Wind Funnel
|-
| Level: 4 || Casting Time: 1 Action || Transmutation
|-
| Range: 60ft Emanated Cone || Duration: Instant || Components: VSM (an empty bottle with a stopper)
|}
You unleash a powerful torrent of swirling wind that pulls in a roaring cyclone toward you, creating a 60-foot cone blasting out from you that spreads around corners. Each other creature in the area must make a Strength saving throw. On a failed saving throw, a creature takes 3d8 thunder damage and 3d8 bludgeoning damage, and it is pulled 30 feet closer to you and knocked prone. On a successful saving throw, a creature takes half damage and isn't pulled or knocked prone.<br>
Unsecured objects that are completely within the area of effect are automatically pulled 30 feet closer to you by the spell's effect, but a cushion of air that swirls around you stops their movement before they enter your space or damage you.<br>
'''At Higher Levels.''' When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage dealt increases by ld8 for each slot level above 4th.