Difference between revisions of "Radiant Weapon (spell)"

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|concentration=yes
 
|concentration=yes
 
|duration=1 hour
 
|duration=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.{{a}}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 {{con}} [[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 {{con}} saving throw, ending the condition on itself on a success.{{a}} {{AHL}} For every 2 extra points, add 1d10 to the damage dealt when the spell ends.  For every 4 extra points, increase the bonus dice by 1d10.
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|time=1 [[bonus action]]
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|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.{{a}}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 {{con}} [[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 {{con}} saving throw, ending the condition on itself on a success.{{a}}On the turn you cast this spell, you can't use your action to cast any spell other than a cantrip.
 
|damage=radiant
 
|damage=radiant
 
|con=yes
 
|con=yes
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|concentration=yes
 
|concentration=yes
 
|duration=1 hour
 
|duration=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.{{a}}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 {{con}} [[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 {{con}} saving throw, ending the condition on itself on a success.{{a}}{{AHLS}} When you cast this spell using a spell slot of 6th level or higher, for every slot level above 5th add 1d10 to the damage dealt when the spell ends, and for every three slots above 5th increase the bonus dice by 1d10.
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1 [[bonus action]]
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|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.{{a}}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 {{con}} [[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 {{con}} saving throw, ending the condition on itself on a success.{{a}}On the turn you cast this spell, you can't use your action to cast any spell other than a cantrip.
 
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Latest revision as of 20:24, 11 December 2020

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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.


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