Level 4 Evocation spell available to Wizards. Wrap a creature in a bubble for three turns. Nothing gets in, nothing gets out, and it moves at half speed. Cast it on an enemy and they are removed from the fight; cast it on an ally and they are untouchable.
Spell description: Enclose a target in a sphere of shimmering force, halving its Movement Speed and blocking all incoming attacks and spell effects.
Spell properties
- Range: 9m (30ft)
- Duration: 3 turns
- Concentration spell
- Save: DEX save
- Conditions applied: Otiluke’s Resilient Sphere. The creature cannot be damaged from outside, cannot damage anything outside, and its Movement Speed is halved. Allies do not roll a save.
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Casting Otiluke’s Resilient Sphere at higher levels provides no additional benefits.
How to obtain Otiluke’s Resilient Sphere
- Wizard at Class level 7
- Knowledge Domain Clerics get it as a Domain spell at Class level 7
OTILUKE’S RESILIENT SPHERE
Level 4 Evocation SpellEnclose a target in a sphere of shimmering force, halving its Movement Speed and blocking all incoming attacks and spell effects.
CONDITION: OTILUKE’S RESILIENT SPHERE
Condition: Otiluke’s Resilient Sphere
- The creature is enclosed in an arcane sphere.
- It cannot be damaged by attacks or effects from outside, and cannot damage anything outside.
- Its Movement Speed is halved.
- Huge creatures cannot be targeted.
When to cast Otiluke’s Resilient Sphere
The offensive use is a three-turn Banishment with a Dexterity save instead of Charisma. Put the boss in the bubble and deal with the rest of the fight. It cannot attack, cannot cast on anything outside, and cannot be hurt, so nobody waste damage on it.
The defensive use is often better. Cast it on an ally who is about to die and the save is skipped entirely. They are safe for three turns while your healer catches up, and the enemy has to find something else to hit.
It is Concentration, so if your Wizard takes a hit the bubble pops early. Stand well back. The sphere blocks damage in both directions, so the trapped creature cannot break it from the inside either.
It cannot target Huge creatures, which rules out a few of the biggest bosses. For anything Large or smaller it is one of the most reliable ways to take a threat off the board.










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