Stasis Mine (5e Spell)
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.
1st-level Transmutation | |
Casting time: | 1 action to arm, 1 bonus action to activate |
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Range: | 10 ft. (10 ft. sphere) |
Components: | V, S |
Duration: | Up to 24 hours, 1 round of stasis |
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.
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