Doozel's Dome of Kinectic Redirection (5e Spell)

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Doozel's Dome of Kinectic Redirection
3rd-level Abjuration
Casting time: 1 action
Range: Self (8-foot dome)
Components: V S M (A spiky seed pod)
Duration: Concentration, up to 1 minute


You create a glowing wall of force in the shape of a dome that nothing can physically pass through. It surrounds you and anyone within 8 feet of you. If anyone inside the Dome is the target of an effect that would deal physical damage, the Dome becomes the target instead. The Dome has an AC of 13. The Dome can absorb 8d10 (40) points of damage. On your turn you can use the Dome to fire up to three Magic Missiles (1d4+1 force damage). The damage dealt by these missiles is subtracted from the stored damage in the Dome. The missiles cannot deal more damage then the Dome has stored and no missiles can be fired if the Dome has no damage stored. If the Dome absorbs more than it's max damage, it implodes dealing force damage equal to half of it's maximum storage to all inside the Dome on a failed Dex save or half damage if the save is successful.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher add 1d10 to the maximum amount that the Dome can store for each level above 3rd.

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