Sphere of Warded Repulsion (5e Spell)
You create a magical sphere of force energy around you that moves with you. No creature, object, spell, gaze, or breath weapon may enter or leave the sphere unless the caster decides otherwise. The sphere is immune to the damage from all nonmagical attacks and resistant to the damage of all magical attacks, spells, gazes, and breath weapons. If a spell or breath weapon hits the sphere, it splashes against it causing a flash of pale blue light where it struck the sphere but will continue to do its normal effects to everything outside it. Projectile weapons and melee attacks bounce off of the sphere causing a flash of pale blue light where it struck. The sphere has hitpoints equal to the caster's hitpoints and can regain 1d12 + the caster's level each round if the caster concentrates on it.
6th-level Abjuration | |
Casting time: | 1 action or reaction |
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Range: | Self (10 foot radius sphere) |
Components: | V, S, M (A blue sapphire, a green emerald, and a red ruby worth at least 500gp each) |
Duration: | 1 hour or until dispelled |
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the range of the sphere increases by 5 feet, the duration increases by 1 hour, and the damage the sphere can recover increases by 1d12 damage every round for each level above 6th.
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