Otiluke’s Freezing Sphere

Otiluke’s Freezing Sphere

Level 6 Evocation spell available to Wizards. 10d6 Cold in a 6m radius, Constitution save for half, and it leaves the ground iced over for ten turns. Or pocket it as an item and let someone else throw it later. It is a Cold Fireball with a fuse option.

Spell description: Create a ball of churning ice that can be launched instantly to generate a frosty explosion or stored for later use.

Spell properties

  • Damage: 10d6 Cold
  • Damage type: Cold
  • Range: 18m (60ft)
  • Area: 6m (20ft) radius
  • Save: CON save (half damage on success)
  • Conditions applied: Creates an Ice surface for 10 turns. The portable version is an item that explodes after 10 turns or when thrown.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Otiluke’s Freezing Sphere at higher levels provides no additional benefits.

How to obtain Otiluke’s Freezing Sphere

  • Wizard at Class level 11

Source item: Scroll of Otiluke’s Freezing Sphere

OTILUKE’S FREEZING SPHERE

Level 6 Evocation Spell

Create a ball of churning ice that can be launched instantly to generate a frosty explosion or stored for later use.

On save: Targets still take half damage from the explosion.

Range: 18m (60ft) Save: CON save AoE: 6m (20ft) radius

SURFACE: ICE

Duration: 10 turns
AoE: 6m (20ft) radius
Difficult Terrain. Creatures on the ice roll a Dexterity Saving Throw against your spell save DC or fall Prone.

Condition: Prone

  • The creature cannot move or take Actions, Bonus Actions, or Reactions, and must spend half its Movement to stand up.
  • Attack Rolls against it from within 3m have Advantage.
  • It has Disadvantage on Strength and Dexterity Saving Throws.
  • Falling Prone ends Concentration.

Otiluke’s Freezing Sphere spell variants

You choose between launching it now or pocketing it for later. The launch is a normal Cold Fireball. The portable sphere is an item you can hand to anyone, throw, or leave somewhere as a ten-turn fuse.

1. Otiluke’s Freezing Sphere (Launch)

OTILUKE’S FREEZING SPHERE (LAUNCH)

Level 6 Evocation Spell

Launch a ball of churning ice that explodes and damages all creatures and objects within range.

On save: Targets still take half damage from the explosion.

Range: 18m (60ft) Save: CON save AoE: 6m (20ft) radius

2. Otiluke’s Conveniently Portable Freezing Sphere

OTILUKE’S CONVENIENTLY PORTABLE FREEZING SPHERE

Level 6 Evocation Spell

Create a vessel for Otiluke’s Freezing Sphere. Put it in your pocket, give it to an ally, or throw it away. It will explode after 10 turns.

Range: Melee (1.5m) Save: CON save AoE: 6m (20ft) radius

When to cast Otiluke’s Freezing Sphere

Launch it when Fire is the wrong answer. Ten dice of Cold in a Fireball-sized area is exactly what you want against devils and fire elementals, and the ice surface afterwards knocks whatever survives Prone.

The portable version is the fun part. Hand the sphere to your Rogue or your Fighter before the fight, and they get a 10d6 Cold grenade to throw with their Action while your Wizard casts something else. Two big spells in one turn from one Level 6 slot.

The ten-turn fuse means you can also leave it somewhere and walk away. Drop it next to a sleeping enemy camp, step back, and wait.

Constitution save for half is the weak point, and the Ice surface hits your own party if they walk into it. Aim it deep in the enemy group and keep your melee out of the circle for a couple of turns.

Heroes’ Feast

Heroes’ Feast

Level 6 Conjuration spell available to Clerics and Druids. Cast it once after a Long Rest and the whole party gets 12 extra maximum Hit Points, Advantage on every Wisdom save, and immunity to Poison, Disease, and Fear until the next rest. It is the best all-day buff in the game and it also drops a pile of camp supplies.

Spell description: You and everyone around cannot be Poisoned, Diseased, or Frightened. Everyone’s maximum Hit Points increases by 12, and they make Wisdom Saving Throws with Advantage.

Spell properties

  • Range: Self
  • Area: 18m (60ft) radius
  • Duration: Until Long Rest
  • Conditions applied: Thoroughly Stuffed. Immune to Poisoned, Diseased, and Frightened. +12 maximum Hit Points. Advantage on Wisdom Saving Throws. Lasts until Long Rest.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Heroes’ Feast at higher levels provides no additional benefits.

How to obtain Heroes’ Feast

  • Cleric, Druid at Class level 11

HEROES’ FEAST

Level 6 Conjuration Spell

You and everyone around cannot be Poisoned, Diseased, or Frightened. Everyone’s maximum Hit Points increases by 12, and they make Wisdom Saving Throws with Advantage.

Range: Self AoE: 18m (60ft) radius Duration: Until Long Rest

CONDITION: THOROUGHLY STUFFED

Duration: Until Long Rest
AoE: 18m (60ft) radius

Condition: Thoroughly Stuffed

  • Immune to Diseased, Poisoned, and Frightened conditions.
  • Advantage on all Wisdom Saving Throws.
  • Maximum Hit Points increased by 12.
  • Also makes the party immune to the Cloudkill condition, and therefore to its damage.

When to cast Heroes’ Feast

Cast it every single morning once you have it. It is not Concentration, it lasts until Long Rest, and it hits every ally within 18m including summons. There is no fight in Act Three where +12 Hit Points and Advantage on Wisdom saves is not useful.

Advantage on Wisdom saves is the headline. Hold Person, Dominate Person, Fear, Confusion, and most of what mind flayers do are all Wisdom saves. Half the enemy control in the late game gets a lot weaker against a party that has eaten.

The immunities are situational but they come up. Poisoned immunity makes Cloudkill do nothing to you, Fear immunity shuts down dragons and mummies, Disease immunity makes Contagion a non-event.

Cast it after you summon, not before, so the summons get the buff too. The Feast Supplies container it leaves behind is a free 46 to 58 camp supplies, which is a Long Rest paid for by the spell that makes the day easier.

Heal

Heal

Level 6 Evocation spell available to Clerics and Druids. A flat 70 Hit Points to one target at 18m, no dice, and it clears Blindness and any disease on the way. At the level you get it, 70 is most of anyone’s health bar.

Spell description: Heal a target’s wounds and remove Blindness and any diseases. No effect on Undead and Constructs.

Spell properties

  • Damage: 70 Healing
  • Damage type: Healing
  • Range: 18m (60ft)
  • Conditions applied: Heals 70 Hit Points and removes Blinded and Diseased conditions. No effect on Undead or Constructs.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Heal at higher levels provides no additional benefits.

How to obtain Heal

  • Cleric, Druid at Class level 11

HEAL

Level 6 Evocation Spell

Heal a target’s wounds and remove Blindness and any diseases. No effect on Undead and Constructs.

Range: 18m (60ft)

When to cast Heal

Cast it on the one person who is about to die. Seventy is enough to take a Fighter from nearly dead to nearly full, and it does it at range, so the Cleric does not have to run into melee to touch them. This is the emergency button.

It is a Level 6 slot, so it is one cast per day for most Clerics. Do not spend it on someone at half health. Spend it when the alternative is a revive.

The disease removal is a nice extra. Contagion, Harm, and mummy rot all count, so if your party has picked up something nasty this fixes it and heals at the same time.

Do not cast it on undead or constructs, it does nothing. And remember the usual rule: killing the thing that is hurting your ally is almost always better than out-healing it. Heal is for when that is not an option this turn.

Harm

Harm

Level 6 Necromancy spell available to Clerics. 14d6 Necrotic that also cuts the target’s maximum Hit Points by the same amount until Long Rest. It cannot kill, the target always keeps at least 1, but it can turn a boss into a one-hit finish for whoever swings next.

Spell description: Reduce a target’s maximum Hit Points, but never below 1.

Spell properties

  • Damage: 14d6 Necrotic
  • Damage type: Necrotic
  • Range: 18m (60ft)
  • Duration: Until Long Rest
  • Save: CON save (half damage on success, no maximum Hit Point reduction)
  • Conditions applied: Harm (Disease). The target’s maximum Hit Points are reduced by the damage dealt until Long Rest. Cannot reduce a target below 1 Hit Point.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Harm at higher levels provides no additional benefits.

How to obtain Harm

  • Cleric at Class level 11

HARM

Level 6 Necromancy Spell

Reduce a target’s maximum Hit Points, but never below 1.

On save: The target takes half damage and its maximum Hit Points are not reduced.

Range: 18m (60ft) Save: CON save Duration: Until Long Rest

CONDITION: HARM

Duration: Until Long Rest

Condition: Harm

  • Maximum Hit Points are reduced by the damage inflicted by Harm.
  • This condition counts as a Disease.
  • Creatures immune to Disease take no damage on a failed save.

When to cast Harm

Cast it on the boss. An average of 49 off its maximum Hit Points is a chunk that healing cannot restore, and whatever you do not kill with the spell you leave with a much smaller pool for the rest of the fight. Then let the Fighter clean up, because Harm itself will not.

Constitution save for half, and on a pass the maximum Hit Points are untouched, so it is a spell for enemies with poor Constitution: casters, most humanoids, anything frail. Against a giant or a construct expect half damage and no debuff.

Undead and constructs resist or ignore Necrotic, which rules out a lot of what a Level 11 Cleric is fighting, and anything immune to disease takes nothing on a failed save. Check the target before you spend the slot.

There is a known bug where the failed-save version reduces the maximum but does not actually deal damage, so a target that was already missing Hit Points loses less than it should. Cast it early in the fight, on a fresh target, for full value.

Globe of Invulnerability

Globe of Invulnerability

Level 6 Abjuration spell available to Sorcerers and Wizards. A 3m dome where nothing takes damage for three turns. Not reduced, not resisted: nothing. Everyone inside is untouchable, and so is every enemy who wanders in.

Spell description: Create a barrier that makes creatures and objects inside it immune to all damage.

Spell properties

  • Range: 3m (10ft)
  • Area: 3m (10ft) radius
  • Duration: 3 turns
  • Concentration spell
  • Conditions applied: Invulnerable. Creatures and objects inside the globe are immune to all damage and have Advantage on Saving Throws.
  • Cost: Action + Spell Slot
  • Recharge: Per action

Spell upcasting

Casting Globe of Invulnerability at higher levels provides no additional benefits.

How to obtain Globe of Invulnerability

  • Sorcerer, Wizard at Class level 11

Source item: Scroll of Globe of Invulnerability

GLOBE OF INVULNERABILITY

Level 6 Abjuration Spell

Create a barrier that makes creatures and objects inside it immune to all damage.

Range: 3m (10ft) AoE: 3m (10ft) radius Duration: 3 turns

AREA: GLOBE OF INVULNERABILITY

Duration: 3 turns
AoE: 3m (10ft) radius
A dome of force. Anything inside it, friend or foe, takes no damage from any source while the globe lasts.

Condition: Invulnerable

  • Immune to all damage.
  • Advantage on all Saving Throws.
  • Conditions still apply. Only damage is blocked.

When to cast Globe of Invulnerability

Cast it when the party is about to eat something you cannot stop. A dragon’s breath, a boss’s big cooldown, a wave of enemy casters all winding up Fireballs. Three turns of total immunity is three turns for the healer to catch up or for the enemy to burn their best abilities into a wall.

It only blocks damage. Conditions go straight through, so a Hold Person or a Fear still lands inside the globe. Push, shove, and throw also still work, so watch the ledges.

The globe is small and it is centred close to the caster, which means the party has to be bunched around the Wizard. That is fine for a defensive turtle and terrible if someone then drops a Cloudkill on the group, because the poison goes through too.

Enemies inside the globe are invulnerable as well, so do not cast it with a melee enemy already standing in your group. It is Concentration and it lasts three turns, so plan the retreat or the counter-attack before it ends.