Watery Sphere
Watery Sphere
Tradition: Hydromancy
Rank: Expert
Castings: 1
Duration: 1 minute
A sphere of water—or some other harmless liquid—appears inside the space. It attempts to engulf one creature within 1 yard of it. Then, on each of your turns, you can move the sphere up to 5 yards and attempt to engulf another creature within 1 yard of it. The sphere can f low around obstacles smaller than it when it moves, but it is blocked by larger obstacles.
Each time the sphere attempts to engulf a creature, make a Will roll with 1 boon against the creature's Agility. On a success, the creature is pulled into the sphere's space and remains there, moving with the sphere, until the spell ends. The creature is affected by suffocation unless it can breathe while submerged in water. The engulfed creature can only target creatures inside the sphere for its attacks, spells, talents, and other effects it would produce. An engulfed creature can overcome the effect with a successful Strength roll with 1 bane, which causes the creature to exit prone in an empty space within 1 yard of the sphere.
The sphere has the capacity to hold creatures whose combined Size equals no more than 3. If it captures a creature that would exceed the sphere's capacity, each other engulfed creature makes a luck roll; the creature with the highest result automatically overcomes the effect.
Any cold-producing effect that targets the sphere or the space it is in freezes it in place until the end of your next turn. Being frozen in place prevents the sphere from moving or engulfing creatures, but each crea ture it has engulfed takes 3d6 damage from the cold, and attempts it makes to overcome the engulfed effect fail automatically.
Any lightning-producing effect that targets the sphere or the space it is in deals 5d6 damage to each creature engulfed by it. In addition, the engulfed creature makes a Strength roll and, on a failure, becomes stunned until the end of its next turn.
Any fire-producing effect that targets the sphere or the space it is in causes the sphere to release scalding steam that cre66666ates moderate obscurement within 10 yards of it for 1 minute. Any creature in the area when the steam appears makes a Strength roll and takes 3d6 damage on a failure. The spell then ends.