Difference between revisions of "Tremor (spell)"
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|range=Self (10-foot radius) | |range=Self (10-foot radius) | ||
|You cause the ground around you to wildly shake. Every creature other than you in range must succeed on a {{str}} [[saving throw]] or fall [[prone]]. If the ground in this area is loose earth or similar material, it becomes [[difficult terrain]] until cleared.{{a}}{{AHL}} A creature which fails the saving throw also takes 1d6 bludgeoning damage for each extra point. | |You cause the ground around you to wildly shake. Every creature other than you in range must succeed on a {{str}} [[saving throw]] or fall [[prone]]. If the ground in this area is loose earth or similar material, it becomes [[difficult terrain]] until cleared.{{a}}{{AHL}} A creature which fails the saving throw also takes 1d6 bludgeoning damage for each extra point. | ||
+ | |sorc=yes | ||
|armos=yes | |armos=yes | ||
|dragon=yes | |dragon=yes |
Latest revision as of 17:52, 8 December 2020
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Player's Guide |
System Reference |
Compendium |
1-point evocation | |
Casting time: | 1 action |
Range: | Self (10-foot radius) |
Components: | V, S |
Duration: | Instantaneous |
You cause the ground around you to wildly shake. Every creature other than you in range must succeed on a Strength saving throw or fall prone. If the ground in this area is loose earth or similar material, it becomes difficult terrain until cleared.
Upcast. You can upcast this spell by expending extra magic points when you cast it. A creature which fails the saving throw also takes 1d6 bludgeoning damage for each extra point.
1st-level evocation | |
Casting time: | 1 action |
Range: | Self (10-foot radius) |
Components: | V, S |
Duration: | Instantaneous |
You cause the ground around you to wildly shake. Every creature other than you in range must succeed on a Strength saving throw or take 1d6 bludgeoning damage and fall prone. If the ground in this area is loose earth or similar material, it becomes difficult terrain until cleared.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each spell slot level above 1st.