Difference between revisions of "Frostnip (spell)"

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(Created page with "<noinclude>{{Navi|Spells}}</noinclude><tabs><tab name="Cantrip">{{SB |school=transmutation |p=0 |range=30 |summary= |description=A creature in range you can has the surface of...")
 
 
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|school=transmutation
 
|school=transmutation
 
|p=0
 
|p=0
|range=30
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|range=30 feet
|summary=
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|summary=A creature within 30 feet must succeed on a {{con}} [[saving throw|save]] or take 1d8 cold damage, or 1d12 cold damage if it is missing {{hp}}.
|description=A creature in range you can has the surface of its body rapidly chilled, worsening any wounds it has already sustained.  The target must succeed on a {{con}} [[saving throw]] or take 1d8 cold damage.  If the target is missing any of it {{hp}}, it instead takes 1d12 cold damage.  Any creature acclimated to [[extreme cold]], including any creature with [[Damage Resistance|resistance]] to cold damage and any creature wearing cold weather gear, has [[advantage]] on this [[saving throw]].{{a}}This spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
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|description=A creature in range you can see has the surface of its body rapidly chilled, worsening any wounds it has already sustained.  The target must succeed on a {{con}} [[saving throw]] or take 1d8 cold damage.  If the target is missing any of it {{hp}}, it instead takes 1d12 cold damage on a failed save.  Any creature acclimated to [[extreme cold]], including any creature with [[Damage Resistance|resistance]] to cold damage and any creature wearing cold weather gear, has [[advantage]] on this [[saving throw]].{{a}}This spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
 
|wizz=yes
 
|wizz=yes
 
|save=con
 
|save=con
 
|damage=cold
 
|damage=cold
 
}}</tab></tabs>
 
}}</tab></tabs>

Latest revision as of 11:44, 11 December 2020

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3cuTCbz.png

Transmutation cantrip
Casting time:  1 action
Range:  30 feet
Components:  V, S
Duration:  Instantaneous

A creature in range you can see has the surface of its body rapidly chilled, worsening any wounds it has already sustained. The target must succeed on a Constitution saving throw or take 1d8 cold damage. If the target is missing any of it heart points, it instead takes 1d12 cold damage on a failed save. Any creature acclimated to extreme cold, including any creature with resistance to cold damage and any creature wearing cold weather gear, has advantage on this saving throw.
     This spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).