Radiant Weapon (spell)

From Legends of Hyrule
(Redirected from Holy Weapon (spell))
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

8-point evocation
Casting time:  1 bonus action
Range:  Touch
Components:  V, S
Duration:  Concentration, up to 1 hour

You imbue a weapon you touch with glowing, otherworldly power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. Add 2d10 bonus dice to every damage roll made with the weapon. If the weapon isn't already a magic weapon, it becomes one for the duration.
     When your concentration on this spell ends, the weapon emits a burst of overwhelming light. Each creature other than those you specify within 30 feet of the weapon must make a Constitution saving throw. On a failed save, a creature takes 4d10 radiant damage and is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn't blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the condition on itself on a success.
     On the turn you cast this spell, you can't use your action to cast any spell other than a cantrip.
5th-level evocation
Casting time:  1 action
Range:  Touch
Components:  V, S
Duration:  Concentration, up to 1 hour

1 bonus action


You imbue a weapon you touch with glowing, otherworldly power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. Add 2d10 bonus dice to every damage roll made with the weapon. If the weapon isn't already a magic weapon, it becomes one for the duration.
     When your concentration on this spell ends, the weapon emits a burst of overwhelming light. Each creature other than those you specify within 30 feet of the weapon must make a Constitution saving throw. On a failed save, a creature takes 4d10 radiant damage and is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn't blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the condition on itself on a success.
     On the turn you cast this spell, you can't use your action to cast any spell other than a cantrip.


The material on this page is based primarily on content found in Twilight Princess, which is copyright Nintendo Co., Ltd.