Rusting Sands (5e Spell)

From D&D Wiki

Jump to: navigation, search
Rusting Sands
3rd-level Transmutation
Casting time: 1 action
Range: 60 feet
Components: V, S, M (any item that contains sand)
Duration: Concentration, up to 1 minute


Brilliant green sand springs from the caster and quickly devours any objects in its path. Choose one creature or object within range. They must make a Dexterity saving throw. On a successful save, nothing happens. On a failed save, they are covered in the green sand. Every nonmagical object made of iron or wood not being worn or wielded by the target becomes rusted or rotted. Nonmagical armor made of iron or wood gains a -1 penalty to armor class, and nonmagical weapons made of iron or wood gain a -1 penalty to attack rolls and damage rolls. At the start of each of your turns, the penalty increases by -1, to a maximum of -5. If the armor or weapon ever gains a -5 penalty, it is completely destroyed, as it simply falls apart from being too corroded.

As an action, a creature can make a Dexterity check to brush off the sand. If they succeed on the check, the effect ends against them, and their armor and weaponry stops corroding.

As an action, you can move the sands to a new target. The effect ends against the original target of the spell, and a new creature must make the Dexterity saving throw or suffer the effects of the sands.

0.00
(0 votes)

Back to Main Page5e HomebrewSpellsDruid
Back to Main Page5e HomebrewSpellsRanger
Back to Main Page5e HomebrewSpellsSorcerer
Back to Main Page5e HomebrewSpellsWizard

Home of user-generated,
homebrew pages!


Advertisements: