Chrono-deceleration (5e Spell)

2 target creatures that you can see within range roll a DC 15 Dexterity saving throw; if they fail, they gain disadvantage on all rolls. Their speed is halved, and any attack rolls against them have advantage. After 1 round, they no longer have disadvantage on all rolls, their speed is returned to normal, and attack rolls against them will no longer have advantage. If the target creatures critically fails (rolls a natural 1) on the Dexterity saving throw, they become completely unable to move and automatically fail all rolls. Any attacks against them automatically hit.

Chrono-deceleration
1st-level Transmutation
Casting time: 1 round
Range: 30 feet
Components: S, Mgp (a pocket watch worth 1500 gp)
Duration: 1 round

Once you cast this spell, roll a DC 18 Wisdom saving throw; if you fail, you become a target creature of this spell, and a random creature that you targeted with this spell is no longer a target creature of this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd or higher, the number of targets you can choose increases by 1 for each level past 1st. The number of rounds this spell lasts increases by 0.5 for each level past 1st. If the number of rounds is a decimal number, it is rounded down (eg. 1.5 rounds becomes 1 round).


Back to Main Page 5e Homebrew Spells Wizard

This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.