The Sphere of Annihilation in Dungeons and Dragons

The Sphere of Annihilation was first introduced in Dungeons and Dragons with the Greyhawk Supplement to Original Dungeons and Dragons in 1975. The Sphere was described as a black globe of nothingness which is 2′ in diameter. Anything that comes into contact with this sphere is completely and irrevocably destroyed.

Most of the later editions of the game had a Sphere of Annihilation. Some modifications were made over the years but the premise was the same. It was a black sphere which could totally destroy anything that it touched. It was controlled by the mind and intelligence of the person in possession of it. More than one person could attempt control of the Sphere and this could create a very interesting battle for control if it.

Be careful exploring inside of the mouth of the Demon Face

The Sphere of Annihilation in Dungeons and Dragons 1st Edition

First Edition further expands upon the Sphere of Annihilation. The First Edition DMG states that this sphere is actually a hole in the continuity of the multiverse. It is a void. Any matter which comes into contact with the Sphere is sucked into this void. Anyone lost in this void is lost forever. Not even a wish can bring them back!

There Sphere is static. It’s normal state is to stay in the same place unless moved mentally by someone or some thing. Mental effort is required to control this Sphere. Brainwaves from the person attempting to control it are what cause it to move in a direction. The control range is typically 40′.

The basic rate of movement is 10′ per round modified by the table listed below. Concentration control is based up on intelligence and the level of the magic user. Note that in First Edition only a magic user can control this device at all. Higher intelligence and/or greater experience equals greater control of this device.

  • up To 5th Level Magic User/ 8′ movement per round/ 15% probability of control
  • 6th to 7th Level Magic User/9′ movement per round/20% probability of control
  • 8th to 9th Level Magic User/10′ movement per round/30% probability of control
  • 10th to 11th Level Magic User/11′ movement per round/40% probability of control
  • 12th to 13th Level Magic User/12′ movement per round/50% probability of control
  • 14th to 15th Level Magic User/13′ movement per round/60% probability of control
  • 16th to 17th Level Magic User/14′ movement per round/70% probability of control
  • 18th to 20th Level Magic User/15′ movement per round/75% probability of control
  • 21st & above Level Magic User/16′ movement per round/80% probability of control

Control is also modified upward by high intelligence. For every point of intelligence over 12 1% is added to the probability of control For every point of intelligence over 15 3% is added to the probability of control. At 18 intelligence a maximum of 12% is added to the probability of control.

Attempting to control the Sphere could be dangerous in itself. Any attempt causes the Sphere to move. But a failure to control the Sphere causes it to slide towards the Magic User doing so. It will keep moving in that direction 1 to 4 rounds thereafter if the Magic User is within 30′ of the Sphere.

When two Magic Users are trying to control the Sphere things can really get dicey. Each Magic User is checked for control starting with the strongest Magic User (the one with the highest percentage chance of control). Each Magic User will have their chance of control reduced by 5% when two are struggling for control of the Sphere. This reduction is cumulative. When neither controls the Sphere it will slip towards the stronger of the two Magic Users.

When a Gate Spell is cast upon the Sphere unpredictable results will happen. There is a 50% chance that the spell will destroy the Sphere. There is a 35% chance that the spell will do nothing at all. And there is a 15% chance that a gap will be torn in the spatial fabric and everyone and everything within 18″ radius of the Sphere will be sucked into another plane or universe.

If a Rod of Cancellation touches the Sphere a huge explosion will occur causing massive damage to those within a 6″ radius of the Sphere. The two devices basically cancel each other. The resulting explosion causes 30-120 points of damage to those in the blast radius.

A psionic using probability travel (discipline) when touched by the Sphere will be able to do away with the Sphere (with a saving throw versus the Sphere) and will gain another major psionic power. A failure on the saving throw will indicate annihilation of the psionic.

Don’t lose control of the Sphere….it could prove fatal

The Sphere of Annihilation in Dungeons and Dragons 5th Edition

The Sphere of Annihilation is still an incredibly potent weapon in 5th Edition Dungeons and Dragons. It is described as a 2 foot diameter hole in the multiverse that hovers in space and is stabilized by a magical field surrounding it.

The Sphere obliterates any matter that passes through it. With one exception. Artifacts may or may not be destroyed by the Sphere. Some will merely pass through it unscathed. Anything that touches the Sphere and is not totally engulfed and obliterated by it will take 4D10 force damage from it.

The Sphere is stationary unless someone controls it. If you are within 60 feet of an uncontrolled Sphere then you can make a DC 25 Intelligence Check (Arcana). This takes an action. A successful roll indicates that the Sphere will move in a direction of your choosing up to a number of feet equal to 5 times your intelligence modifier. On a failed roll the Sphere will move 10 feet towards you instead. Any creature whose space that the Sphere enters must make a DC 13 Dexterity save or be touched by the Sphere and take 4D10 force damage.

Trying to control a Sphere, that is already under the control of another, creates a contest for control of it. Each person makes an Intelligence (Arcana) Check. The winner gains control of the Sphere and it can levitate as normal.

If the Sphere comes into contact with a planar portal (such as a gate spell) or an extra-dimensional space (such as a portable hole) the DM makes a roll on the following table to determine the result:

  • 01-50 The Sphere is destroyed
  • 51-85 The Sphere moves through the portal or into extra-dimensional space
  • 86-100 A spatial rift sends each creature and object within 180 feet of the Sphere, including the Sphere, to a random plane of existence
Don’t stick your favorite sword into places you are not totally sure about…..

Differences between the two editions are apparent

First and Fifth Edition do have some notable differences in how they treat the Sphere. Such differences which are immediately apparent:

  • The 1st Edition and Original Dungeons and Dragons version is pretty much all or nothing. If you touch the Sphere it sucks you into another universe and you are gone forever. In 5th Edition you take 4D10 force damage from the Sphere instead.
  • The control of the Sphere is no longer based upon level or intelligence or even modified by it
  • The 5th Edition version does not require the controller of the Sphere to be a Magic User or even a spell caster of any kind
When the fabric of space is torn by the Sphere of Annihilation bad things can happen

The Talisman of the Sphere

Both Editions have another magical item which can aid the user in controlling the Sphere of Annihilation. The Talisman of the Sphere can help the controller of the Sphere keep control of it. Again the older editions treat the Talisman of the Sphere differently than 5th Edition does. The differences are noted below:

  • In First Edition anyone but a Magic User who touches the Talisman of the Sphere will take 5-30 points of damage from it. It is useless in the possession of anyone but a Magic User. Possesion of the Talisman (by a Magic User) doubles the intelligence bonus percentage (i.e. 6% per point of intelligence over 15 as opposed to the 3% bonus without the Talisman). The possessor of the Talisman only has to check for control every other round. A wand of negation can negate the effect of this Talisman (even if it cannot effect the Sphere itself). Failure to control the Sphere will result in it moving at maximum speed towards the Magic User.
  • Use of the Talisman of the Sphere in 5th Edition doubles the proficiency bonus of the check for control of the Sphere. Additionally if you have control of the Sphere on the following round you can levitate it 10 feet plus a number of feet equal fot 10 times your intelligence modifier.
The Sphere can obliterate matter that it comes into contact with

The Sphere of Annihilation in Dungeons and Dragons is deadly

Regardless of Edition played the Sphere can be a deadly weapon. It has the power to float through the air and do immense damage (5th Edition) or totally annihilate the target (1st Edition and OD&D).

The Sphere is one of those iconic images from the earliest days of the game. Those who were unfortunate enough to explore the Tomb of Horrors may remember the demon face on the wall with the Sphere of Annihilation for a mouth. How many players over the year were lost to this simple trap?

Be careful playing with this ball…it hurts more than a baseball or basketball

If you enjoyed this article then you might enjoy these:

Finding a Sphere of Annihilation is not always a good thing

Please follow and like us: