Hand of Nayru (spell)

From Legends of Hyrule
(Redirected from Hand of Nayru)
Jump to navigationJump to search
Navigation
Warning: Legends of Hyrule is still very unfinished and its content may radically change. In particular, there are plans to radically revision classes.
Please download an offline copy of any page you may need. "Alt+Shift+P" can be used to make a printable PDF of any page. See also archives.

Player's Guide

Character Creation
the next level
Classes
champ, opportunist, researcher, sage, scion
Species
gerudo, goron, hylian, rito, zora
anouki, deku, korok, twili, zonai
Equipment
armor, weapons, gear, tools, goods, services

System Reference

Hyrulean Guidelines
Using Ability Scores
str, dex, con, int, wis, cha
Time & Movement
Environment
Rest
Combat
Conditions
Downtime
Dungeon Mastering
encounters, progression, treasure, variant rules

Compendium

Languages
Feats
Fighting Styles
Techniques
Spellcasting
spell list, spell gallery
Creature Overview
monsters, NPCs, other creatures
Magic Item Overview
item list, item gallery
3cuTCbz.png

13-point evocation
Casting time:  1 action
Range:  1 mile
Components:  V, S
Duration:  Concentration, up to 1 minute

Huge spires of magical ice fall from above to crash into five different points you can see within range. Any creature flying within a 10-foot radius cylinder above one of these points must succeed on a Dexterity saving throw or fall to the ground.
     Each creature in a 10-foot radius of these points, including any that just fell to the ground, must make a Constitution saving throw to endure the storm of icy shards that fly from the spire as it shatters against the ground. A creature in the area of more than one ice spire is affected only once. On a failed save, a creature takes 4d12 piercing damage plus 4d12 cold damage. If the creature doesn't reduce or resist this cold damage it is petrified—frozen solid—for the duration. On a successful save, a creature takes half as much damage and isn't petrified.
     If a creature petrified by this spell takes fire damage, the effect ends on that creature. At the end of each of its turns, the creature can repeat this saving throw, ending the condition on itself on a success.
     For the duration, the affected area is covered in shards of slippery ice, becoming difficult terrain. Any creature which starts its turn in the area, or moves into the area on its turn, must succeed on a Dexterity saving throw or fall prone and take 1d12 piercing damage plus 1d12 cold damage.
9th-level evocation
Casting time:  1 action
Range:  1 mile
Components:  V, S
Duration:  Concentration, up to 1 minute

Huge spires of magical ice fall from above to crash into five different points you can see within range. Any creature flying within a 10-foot radius cylinder above one of these points must succeed on a Dexterity saving throw or fall to the ground.
     Each creature in a 10-foot radius of these points, including any that just fell to the ground, must make a Constitution saving throw to endure the storm of icy shards that fly from the spire as it shatters against the ground. A creature in the area of more than one ice spire is affected only once. On a failed save, a creature takes 4d12 piercing damage plus 4d12 cold damage. If the creature doesn't reduce or resist this cold damage it is petrified—frozen solid—for the duration. On a successful save, a creature takes half as much damage and isn't petrified.
     If a creature petrified by this spell takes fire damage, the effect ends on that creature. At the end of each of its turns, the creature can repeat this saving throw, ending the condition on itself on a success.
     For the duration, the affected area is covered in shards of slippery ice, becoming difficult terrain. Any creature which starts its turn in the area, or moves into the area on its turn, must succeed on a Dexterity saving throw or fall prone and take 1d12 piercing damage plus 1d12 cold damage.