Meteor Swarm 5e (5th Edition) in D&D

Blazing orbs of furnace plummet to the floor at 4 distinctive factors you can see inside the range. Each creature in a 40-foot-radius sphere established on every factor you pick should make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 furnace injury and 20d6 bludgeoning harm on a failed save, or 1/2 as lots harm on a profitable one. A creature in the region of extra than one fiery burst is affected solely once.

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Meteor Swarm 5e

  • Level: 9 (Evocation)
  • Casting time: 1 Action
  • Components: V, S
  • Range(area): 1 Mile
  • Attack(save): DEX save
  • Damage(effect):  Bludgeoning
  • School: Evocation
  • Duration: Instantaneous

The spell damages objects in the location and ignites flammable objects that don’t seem to be being worn or carried. It is simply a very easy spell: to create the region of impact you draw 4 40′ radius spheres every situated on a factor inside 1 mile of the caster. They can also overlap and the impact spreads around corners. Each creature inside this region of impact takes 20d6 hearth and 20d6 bludgeoning injury on a failed save, half of that on a success.

Another frequent rule is that if an object is not explicitly designed to take the stresses of re-entry, it will destroy up as it burns up due to the excessive drag forces type of pulling the object apart. Hence, as a substitute for a single greater rock touchdown on your head, you get pelted with loads of smaller burning chunks, which explains the bludgeoning harm scattered about the place and why no person winds up laying there pinned via a summoned area rock.

Objects transferring at re-entry velocities, such as your common meteor, are blazing orbs of fire, impartial of identity. Simple friction ensures this at such excessive speeds, even if the underlying object isn’t always very massive with the aid of the time it receives to the floor due to the fact most of it used to be vaporized by way of the heat.

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