Stasis Mine (5e Spell)

From D&D Wiki

Jump to: navigation, search
Stasis Mine
1st-level Transmutation
Casting time: 1 action to arm, 1 bonus action to activate
Range: 10 ft. (10 ft. sphere)
Components: V, S
Duration: Up to 24 hours, 1 round of stasis

You arm a 10 ft. diameter sphere of space in range with a stasis mine. When you detonate the bomb using a bonus action, it causes 2d6 psychic damage and stops the target(s) in time, disallowing them from moving or being moved for 1 round. Velocity from before the target was put in stasis is applied while in stasis, and damage, velocity, force, etc. is applied all at once when the stasis is dispelled.

If the stasis mine is not detonated 24 hours after being armed, it automatically activates. The stasis mine can not be disarmed except by a successful dispel magic cast with a DC equal to the caster's spellcasting DC.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the time mine deals 2d6 more damage per level over 1st.

(0 votes)

Back to Main Page5e HomebrewSpellsArtificer
Back to Main Page5e HomebrewSpellsSorcerer
Back to Main Page5e HomebrewSpellsWarlock
Back to Main Page5e HomebrewSpellsWizard

Home of user-generated,
homebrew pages!