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Resilient Sphere

Evocation
Level: 4th-level
Casting Time: 1 action
Range: 30 feet
Duration: Up to 1 minute
Components: V, S, M
Materials: A hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic.

A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a dexterity saving throw. On a failed save, the creature is enclosed for the duration. Nothing-not physical objects, energy, or other spell effects-can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures. A disintegrate spell targeting the globe destroys it without harming anything inside it.

Concentration

Spell Details

School: Evocation
Level: 4
Ritual: No
Concentration: Yes
Classes: Wizard
A-Tier Resilient Sphere is a powerful control spell that completely neutralizes a single target while protecting allies, but its limited range and single-target focus prevent it from being top-tier.

Player Guide

Use Resilient Sphere to isolate dangerous enemies from the battlefield, protecting your party while focusing fire on other threats. The spell works excellently on creatures with low Dexterity saves or as a follow-up to a failed save from another spell. Remember that the target cannot be harmed inside the sphere, making it ideal for neutralizing high-priority threats temporarily while you deal with adds, or to protect an ally from focused enemy fire by trapping them safely away from harm.

DM Tips

Clarify that the sphere blocks all effects in both directions—enemies cannot target anything outside it, and allies cannot assist the enclosed creature. Be cautious using this on player characters as punishment, since it removes them from meaningful participation; consider whether control spells better serve the encounter's drama.