> **Casting Time:** Action
> **Range:** 90 feet
> **Components:** V, S, M (a droplet of water)
> **Duration:** [[Concentration]], up to 1 minute
**Details.** 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.
**STR Saving Throw.** 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.
**Number of Creatures.** 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.
**Movement.** 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.
**Spell Ends.** 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.
**Classes:** #Druid, #Sorcerer, #Wizard