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Sphere of Annihilation 5e: Controlling It, Damage and 2024 Changes
A Sphere of Annihilation is a legendary wondrous item: a 2-foot black sphere that destroys any matter it passes through, except most artifacts. Controlling it takes a DC 25 Intelligence (Arcana) check from within 60 feet, and failing pulls it 10 feet toward you. Anything it touches takes 4d10 force damage in the 2014 rules or 8d10 in 2024, where a creature reduced to 0 hit points this way is obliterated. It needs no attunement. The verdict: less a treasure than a hazard with a handle, deadly in a dungeon and unreliable in a player's hands.
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Sphere of Annihilation Rules Text
The 2014 SRD 5.1 card, then the 2024 SRD 5.2.1 card.
Sphere of Annihilation
2014 rules
Wondrous item, legendary
LegendaryNo attunement
This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.
The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a sphere of annihilation, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage.
The sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 × your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage.
If you attempt to control a sphere that is under another creature's control, you make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal.
If the sphere comes into contact with a planar portal, such as that created by the gate spell, or an extradimensional space, such as that within a portable hole, the GM determines randomly what happens, using the following table.
d100
Result
01-50
The sphere is destroyed.
51-85
The sphere moves through the portal or into the extradimensional space.
86-00
A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence.
This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.
The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an Artifact is susceptible to damage from a Sphere of Annihilation, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 8d10 Force damage.
Controlling the Sphere. A Sphere of Annihilation is stationary until someone takes control of it. If you are within 60 feet of a sphere, you can take a Magic action to make a DC 25 Intelligence (Arcana) check. On a successful check, you control the sphere until the start of your next turn, and if it was under another creature's control, that creature loses control of the sphere. On a failed check, the sphere moves 10 feet toward you in a straight line.
While in control of the sphere, you can take a Bonus Action to cause it to move in one direction of your choice, up to a number of feet equal to 5 times your Intelligence modifier (minimum 5 feet). Any creature whose space the sphere enters must succeed on a DC 19 Dexterity saving throw or be touched by it, taking 8d10 Force damage. A creature reduced to 0 Hit Points by this damage is obliterated, leaving its possessions behind but no other physical remains.
Sphere Interactions. If the sphere comes into contact with a planar portal (such as that created by the Gate spell) or an extradimensional space (such as that within a Portable Hole), the GM determines randomly what happens using the following table.
1d100
Result
01–50
The sphere is destroyed.
51–85
The sphere moves through the portal or into the extradimensional space.
86–00
A spatial rift sends the sphere and each creature and object within 180 feet of the sphere to a random plane of existence.
The 2024 rewrite doubles the damage, raises the save DC from 13 to 19, adds obliteration at 0 hit points, and replaces the contested check with a control that lasts only one round.
How the Sphere of Annihilation Works
The control check: DC 25 Arcana
You must be within 60 feet and spend your action (a Magic action in 2024). DC 25 is high even for a wizard with Arcana proficiency:
Character
Arcana bonus
Roll needed
Chance
9th-level wizard, Int 20
+9
16+
25%
17th-level wizard, Int 20
+11
14+
35%
17th-level wizard with the 2014 Talisman (double proficiency)
+17
8+
65%
17th-level wizard with the 2024 Talisman (Advantage)
+11
14+ on either die
58%
On a failure the sphere moves 10 feet toward you. A failed check from 10 feet away or closer brings it into your space. The Talisman of the Sphere exists to fix these odds.
Moving it
2014: a successful check lets the sphere levitate in a direction of your choice, up to 5 × your Intelligence modifier in feet (minimum 5). With Int 20 that's 25 feet. Control persists: the card has a rival make a contested Arcana check to take a sphere "under another creature's control", and the 2014 Talisman of the Sphere lets a holder who "start[s] your turn with control" move it with an action. What the card doesn't say is how you move it on later turns without a talisman. DM ruling: spend your action and move it the same distance without a new check, until someone wins control from you.
2024: success gives control until the start of your next turn, and while you control it you take a Bonus Action to move it up to 5 × your Intelligence modifier. You can check and move on the same turn. Because control expires every round, you roll DC 25 every turn you want to use it. Another creature that succeeds simply takes control from you, no contest.
Damage, saves and obliteration
The sphere obliterates matter it passes through. A creature or object that touches it without being wholly engulfed takes force damage instead. When the sphere enters a creature's space, the creature makes a Dexterity save:
•2014: DC 13, 4d10 force damage (average 22) on a failure.
•2024: DC 19, 8d10 force damage (average 44) on a failure. A creature brought to 0 hit points by this damage is obliterated, leaving its possessions and no body.
The DC change matters as much as the damage. A creature with +2 Dexterity fails a DC 13 save on 1-10 (50%) and a DC 19 save on 1-16 (80%).
The 2014 text says nothing about obliterating a creature at 0 hit points; such a creature is just dying. Under 2024 rules no body means Revivify and Raise Dead, which both need you to touch the dead creature, can't help. True Resurrection can provide a new body. Compare Disintegrate, an SRD spell with a similar outcome: a creature it drops to 0 hit points is reduced to dust.
The 2024 save sentence sits in the paragraph about moving a controlled sphere. DM ruling: a sphere drifting 10 feet toward a failed controller forces the same save on anyone whose space it enters; the sphere destroys whatever it touches regardless of who moved it.
Portals and extradimensional spaces
If the sphere touches a planar portal (such as Gate) or an extradimensional space (such as a Portable Hole or a Bag of Holding), the GM rolls d100. On 01-50 the sphere is destroyed, on 51-85 it passes through, and on 86-00 a rift sends the sphere and every creature and object within 180 feet to a random plane. That last result is 15%, and a 180-foot radius catches the whole party in most rooms.
Artifacts
Artifacts pass through unharmed unless the artifact's own text says a sphere can damage it. Everything else, including legendary magic items, is destroyed.
Sphere of Annihilation: 2014 vs 2024
2014 (SRD 5.1)
2024 (SRD 5.2.1)
Rarity / attunement
Legendary, none
Same
Control
Action, DC 25 Arcana; contested check vs a current controller
Magic action, DC 25 Arcana; control until the start of your next turn, current controller loses it
Moving it
Moves on the successful check
Bonus Action while in control
Touch damage
4d10 force
8d10 force
Dexterity save
DC 13
DC 19
At 0 hit points
No special rule
Obliterated, possessions left behind
Portal table
d100, 180-foot rift on 86-00
Same
Value
No price in the SRD
200,000 GP (legendary)
At the table: the 2014 sphere is dangerous but survivable for a mid-level character, and holding control is easier once you have it. The 2024 sphere kills, and control changes hands every round, so a fight over the sphere is a series of DC 25 checks rather than one contest.
Who Should Use a Sphere of Annihilation?
A high-level wizard with Intelligence 20, Arcana proficiency and a Talisman of the Sphere. Without the talisman, even a 17th-level wizard fails about two checks in three, and each failure drags the sphere 10 feet closer.
It doesn't compete for an attunement slot, but it costs your action every turn you use it, in 2024 also your Bonus Action. Against a single target, a 17th-level wizard who spends those actions on spells does more reliable damage. The sphere earns its keep as a terrain tool: blocking a corridor, destroying a door, or threatening a creature that can't leave the area.
When it's a trap: for a character with low Arcana, for anyone near a Portable Hole or Bag of Holding, and in any fight where an enemy wizard can roll for control too.
Sphere of Annihilation for DMs
Where it turns up. Usually already in place: a sphere is stationary until someone controls it, so it suits a lair, a vault or a trap. The 2014 SRD includes a sample trap built on it: a stone face with a 2-foot mouth holding a sphere that can't be moved, revealed by a DC 20 Intelligence (Arcana) check, sometimes paired with an enchantment that compels chosen creatures to crawl inside (removed by a DC 18 Dispel Magic).
What it changes. Once a player controls it, any foe without good Dexterity is at risk of instant death (2024). Check your villain's Arcana before you place one. A lich has Arcana +18 (2014) or +19 (2024), so it makes the DC 25 check on 7+ (70%) or 6+ (75%) with no talisman, far better odds than most player wizards.
Pricing. The 2024 SRD values legendary items at 200,000 GP and says items rarer than rare might be sold only in wondrous locations. The 2014 SRD has no prices.
Hooks.
•A cult guards a sphere in a sealed vault. Their leader wears a talisman, and the party has to take control of the sphere from him mid-fight.
•A sphere drifts slowly through a mine after its controller died. Every tunnel it crosses is now a smooth 2-foot bore, and it's heading toward the town's well.
•A wizard offers a fortune for help moving a sphere into a Portable Hole as an experiment. The party gets to decide whether to stand within 180 feet.
Frequently Asked Questions
How do you control a Sphere of Annihilation?
From within 60 feet, take an action (a Magic action in 2024) and make a DC 25 Intelligence (Arcana) check. On a failure the sphere moves 10 feet toward you. In 2024 control lasts only until the start of your next turn.
How much damage does a Sphere of Annihilation do?
4d10 force damage in the 2014 rules (DC 13 Dexterity save) and 8d10 in the 2024 rules (DC 19). In 2024 a creature reduced to 0 hit points by it is obliterated.
Does a Sphere of Annihilation require attunement?
No. Anyone within 60 feet can try to control it, which is why fights over a sphere happen.
What happens if a Sphere of Annihilation touches a Portable Hole?
The GM rolls d100: 01-50 the sphere is destroyed, 51-85 it moves into the extradimensional space, 86-00 a rift sends everything within 180 feet to a random plane.
Can a Sphere of Annihilation destroy an artifact?
Only if the artifact's description says it's susceptible to a Sphere of Annihilation. Otherwise artifacts pass through unharmed.
Item text: System Reference Document 5.1 (2014) and 5.2.1 (2024), Wizards of the Coast, CC-BY-4.0. Analysis, rulings and ideas are Loreify's own.
This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.