Melf’s Minute Meteors

  You create six tiny meteors in your space. They float within the air and orbit you for the spell’s duration. Once you cast the spell — and as a bonus action on each of your turns thereafter — you’ll expend one or two of the meteors, sending them streaking toward some extent or points you select within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the purpose where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

Melf’s Minute Meteors

  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (niter, sulfur, and pine tar formed into a bead)
  • Duration: Concentration, up to 10 minutes

At Higher Levels.

Once you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for every slot level above 3rd.

This spell creates several small globes of fireside, one for every experience level the wizard has obtained, which are held within the wizard’s hands in situ of his usual weapons. The meteors are often hurled at targets up to 90 yards away and are treated as missiles with a +5 bonus to the attack rolls. Each meteor bursts into a 1-ft. diameter sphere upon impact, inflicting 1d4+3 points of injury plus a further 3 points of fireside damage to any creature struck. The wizard may hurl up to 5 missiles per round.

“Melf’s Minute Meteors” are often combined within the case of Assassins or Blackguards with their “Poison weapon” skill. Summon 6 tiny meteors. once you cast a 5e spell, as a bonus action, you’ll increase to 2 meters. When it reaches its destination, the meteor explodes, damaging everyone within the world of the explosion.

This spell enables the wizard to cast small globes of fireside (one for every experience level he has attained), each of which bursts into a 1-foot-diameter sphere upon impact, inflicting 1d4 points of injury to the creature struck. It also can ignite combustible materials (even solid planks). The meteors are treated as missiles hurled by the wizard with a +2 bonus to the attack rolls and with no penalty for range. Misses are treated as grenadelike missiles that inflict 1 point of injury to creatures within 3 feet.

The spell is often cast in either of two ways:

  1. A) The wizard fires five meteors every round (see the section “Multiple Attacks and Initiative” in Chapter 9: Combat). Note that this carries over into the following round.
  2. B) The wizard only discharges one meteor per round. Furthermore, a caster can cast spells, use melee, or use devices within the round in addition to releasing missiles.For spells that require concentration in 5e, the wizard must forgo the rest of the missiles to concentrate. Likewise, if the wizard fails to keep track of the number of missiles he has left, he has involuntarily lost the remainder of the spell.

You have created six small meteors in your space. In addition to floating in the air, they are always orbiting you for the duration of the spell. Whenever you cast the spell- and also as a bonus action on each of your turns thereafter- also you’ll be able to expend one or two meteors and also send them streaking toward the goal alternatively points you choose within 120 feet of you.

The meteor, however, will alternatively impact the solid surface once it reaches its destination, and therefore explode. Each and every creature within 5 feet of where the meteor explodes should make a dexterity saving throw. Normally, a creature would take 2d6 fire damage if it failed to save, or half as much damage if it succeeded.
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