Ice Wave (spell)

From Legends of Hyrule
(Redirected from Ice Wave)
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

4-point evocation
Casting time:  1 action
Range:  Self (30-foot cone)
Components:  V, S
Duration:  Instantaneous

You conjure a wave of water to fill a 30-foot cone, then instantly freeze it. Any grounded creature in the area when you cast this spell must succeed on a Dexterity saving throw or take 2d6 cold damage and be restrained for the duration. A soaked creature takes an extra 1d6 cold damage on a failed save.
     A creature restrained by this spell can use its action to make a Strength saving throw, ending the effect on itself on a success. If the ice at the creature's feet is destroyed, the creature is freed. A section of ice has 13 AC; 10 heart points; vulnerability to fire and bludgeoning damage; and immunity to ice and psychic damage.
     The ground in the affected area becomes slippery ice for the duration. Any water in the affected area becomes thin ice for the duration.
     Upcast. You can upcast this spell by expending extra magic points when you cast it.  For each extra point, add 1d6 cold damage.
2nd-level evocation
Casting time:  1 action
Range:  Self (30-foot cone)
Components:  V, S
Duration:  Instantaneous

You conjure a wave of water to fill a 30-foot cone, then instantly freeze it. Any grounded creature in the area when you cast this spell must succeed on a Dexterity saving throw or take 2d6 cold damage and be restrained for the duration. A soaked creature takes an extra 1d6 cold damage on a failed save.
     A creature restrained by this spell can use its action to make a Strength saving throw, ending the effect on itself on a success. If the ice at the creature's feet is destroyed, the creature is freed. A section of ice has 13 AC; 10 heart points; vulnerability to fire and bludgeoning damage; and immunity to ice and psychic damage.
     The ground in the affected area becomes slippery ice for the duration. Any water in the affected area becomes thin ice for the duration.
     At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, add 1d6 cold damage for every slot level above 2nd.