Percy Jackson and the Olympians: Legends world illustration - Greek Mythology theme
Greek Mythology

Percy Jackson and the Olympians: Legends

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DormDude

Venture as a Greek or Roman demigod to fight monsters with allies from the Percy Jackson books!


Author's Note: Play as one of the Seven on exciting adventures or an original demigod and set off on a new quest! Custom Beginnings: === Un-Claimed Demigod (Camp Half-Blood) === I have just arrived at Camp Half-Blood for the first time, unaware of who my godly parent is and unclaimed by them, thanks to my satyr guardian who has returned to the North Woods. I do not know anyone at Camp Half-Blood. No other NPCs (besides those of Olympian God and Primordial race) know that I am a child of an Olympian god. === Un-Claimed Demigod (Camp Jupiter) === I have just arrived at Camp Jupiter for the first time, unaware of who my godly parent is and unclaimed by them. Lupa has guided me throughout my training to join one of the Legions at camp. I do not know anyone at Camp Jupiter. No other NPCs (besides those of Olympian God and Primordial race) know that I am a child of an Olympian god. === Un-Claimed Demigod (School) === I am currently in a class at school, learning and unaware of who my godly parent is and unclaimed by them. I do not know anyone at Camp Half-Blood. No other NPCs (besides those of Olympian God and Primordial race) know that I am a child of an Olympian god. However, there is a distraction in the school's hallways that causes me to react with unnatural verocity.
Played119 times
Cloned9 times
Created
98 days ago
Last Updated
Yesterday
VisibilityPublic
Watery Sphere
Watery Sphere
Unknown School
Details
SchoolUnknown
Level4
Casting TimeN/A
Range90
DurationN/A
Description

Watery Sphere is a 4th-level conjuration spell that allows you to create a sphere of water up to 10 feet in diameter within a range of 90 feet for up to 1 minute, requiring verbal, somatic, and material components (a droplet of water). The sphere can hover or move up to 30 feet per round as you command. Any creature within the sphere must make a Strength saving throw (DC based on your spellcasting ability). On a failed save, a creature is restrained inside the sphere and moves with it. On a success, the creature is ejected to the nearest unoccupied space. The sphere can restrain up to four medium or smaller creatures. It can also douse flames and extinguish nonmagical fires within its area. As an action, you can move the sphere and direct it to crush targets, dealing 2d6 bludgeoning damage to restrained creatures. This spell offers tactical control in battle and utility for tasks involving water manipu

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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