Zone of Law (5e Spell)
From D&D Wiki
6th-level Abjuration | |
Casting time: | 1 action |
---|---|
Range: | 60 feet |
Components: | V, S, M (a clockwork amulet or trinket of similar origin and complexity worth at least 100 gp) |
Duration: | Concentration, up to 1 hour |
You create a zone of absolute order in a 90-foot radius sphere centered on a point you can see within range. Within that zone, the following alterations to reality occur:
- Whenever a d20 is rolled, the number on the die is treated as a 10.
- Creatures can neither have advantage nor disadvantage, instead taking a +5 or -5 to the d20 roll respectively.
- All other dice that would be rolled instead result in their average value.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radius of the spell increases by 60 feet for each slot level above 6th.
Back to Main Page → 5e Homebrew → Spells → Cleric
Back to Main Page → 5e Homebrew → Spells → Wizard