Corroding Pit: Difference between revisions

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|name=Corroding Pit
|name=Corroding Pit
|level=5
|level=5
|arcane=1
|themes=arcane divine
|divine=1
|domains=acid
|domain=Acid
|cast=standard
|cast=1 action
|range=20 meters
|range=60 feet
|components=V, S
|components=V, S
|duration=1 minute
|duration=1 minute
|area=30-foot square
|area=10 meters square
}}  
}}  
You cover a 30-foot square in acid. Each creature within its area must make a Dexterity save. On a failed save, a creature suffer 6d8 acid damage immediately, their movement speed is halved and suffer an additional 3d8 acid damage at the end of its next turn, or half as much initial damage and no other effect on a successful save.
You cover area in acid. Each creature within its area must make a Dexterity save. On a failed save, a creature suffer 6d8 acid damage immediately, their movement speed is halved and suffer an additional 3d8 acid damage at the end of its next turn, or half as much initial damage and no other effect on a successful save.


Each creature that enters area for the first time on a turn must succeed with a Dexterity save. On a failed save, a creature suffer 6d8 acid damage and their movement speed is halved.  
Each creature that enters area for the first time on a turn must succeed with a Dexterity save. On a failed save, a creature suffer 6d8 acid damage and their movement speed is halved.  

Latest revision as of 16:08, 17 February 2023

5th Level
Theme(s)
Arcane
Divine
Domain(s)
Acid
Casting Time Standard Action (3 AP)
Range 20 meters
Area 10 meters square
Component(s) V, S
Duration 1 minute

You cover area in acid. Each creature within its area must make a Dexterity save. On a failed save, a creature suffer 6d8 acid damage immediately, their movement speed is halved and suffer an additional 3d8 acid damage at the end of its next turn, or half as much initial damage and no other effect on a successful save.

Each creature that enters area for the first time on a turn must succeed with a Dexterity save. On a failed save, a creature suffer 6d8 acid damage and their movement speed is halved. A creature that ends its turn in the area, suffer 6d8 acid damage and their movement speed is halved until the end of their next turn. Each consecutive turn that they end in the area doubles the acid damage suffered.

After half of the duration, the area count as difficult terrain, and when the spell ends, 5 feet of the surface is corroded away and the area is now permanently difficult terrain.

Power Increase
When you cast this spell using a spell slot of 6th level or higher, the delayed initial damage is increased by 1d8, all other damage is increased by 2d8 for each slot level above 5th.