Difference between revisions of "Conjure Sol (spell)"
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(*somewhat* simplified this convoluted effect; some nerfs and buffs; removed bonus dice mechanic) |
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<noinclude>{{Navi|Spells}}</noinclude><tabs><tab name="Magic Points">{{SB | <noinclude>{{Navi|Spells}}</noinclude><tabs><tab name="Magic Points">{{SB | ||
|summary=Summon a powerful glowing orb that can either damage or empower those touched by the light it emits. | |summary=Summon a powerful glowing orb that can either damage or empower those touched by the light it emits. | ||
− | |p= | + | |p=11 |
|level=8th | |level=8th | ||
|image=https://i.imgur.com/Ty9es2G.png | |image=https://i.imgur.com/Ty9es2G.png | ||
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|concentration=yes | |concentration=yes | ||
|duration=1 hour | |duration=1 hour | ||
− | |You conjure a ''sol'', a powerful magic item that radiates energy and makes life possible even in a region as desolate as the [[Twilight Realm]]. A ''sol'' appears as an orb about | + | |You conjure a ''sol'', a powerful magic item that radiates energy and makes life possible even in a region as desolate as the [[Twilight Realm]]. A ''sol'' appears as an orb about a foot in diameter covered in blue runes, with a soft white-and-blue glow that sheds [[dim light]] in a 60-foot radius.{{a}}The ''sol'' initially orbits around you or another creature in range you can see. On each of your turns, you can use your [[bonus action]] to shift the orb to a new creature you can see within 60 feet of the ''sol''.{{a}}A creature can use its action to remove the ''sol'' with a successful {{str}} [[saving throw]], either knocking it to the ground or carrying it. Any creature which touches the ''sol'' against your will takes 2d12 radiant damage on contact. While the ''sol'' is held, you cannot use your [[bonus action]] to shift it elsewhere.{{a}}All smoke, fog, clouds, and darkness within the light of the ''sol'' are dispersed. Any spells which cause these effects, such as {{Spell|Eldin Smog}} and {{Spell|Darkness}}, are suppressed in areas where they overlap with the radius of a ''sol''—unless the spell is cast with more points (or a higher level) than you used to cast ''conjure sol.''{{a}}Any creature which starts its turn in the light of a ''sol'' is relieved of any curse, disease, [[jinxed|jinx]], [[charmed|charm]], or [[frightened]] condition (except for those caused by you). The curse of a magic item is suppressed while it is within the light.{{a}}Any creature openly hostile to you which starts its turn in this light takes 2d12 radiant damage.{{a}}When your [[concentration]] on this spell ends, the sol explodes. Any creature within a 30-foot radius of the explosion is nourished with [[food]] and [[water]] for the day, for 1 minute its melee attacks deal radiant damage instead of its normal damage type(s), and must make a {{cha}} [[saving throw]]. Any creatures you designate automatically succeed the save.{{a}}On a failed save a creature takes 6d12 radiant damage and is [[stunned]] until the end of your next turn. On a successful save, a creature gains 20 {{thp}} instead. |
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|save=cha | |save=cha | ||
|damage=radiant | |damage=radiant | ||
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|concentration=yes | |concentration=yes | ||
|duration=1 hour | |duration=1 hour | ||
− | |You conjure a ''sol'', a powerful magic item that radiates energy and makes life possible even in a region as desolate as the [[Twilight Realm]]. A ''sol'' appears as an orb about | + | |You conjure a ''sol'', a powerful magic item that radiates energy and makes life possible even in a region as desolate as the [[Twilight Realm]]. A ''sol'' appears as an orb about a foot in diameter covered in blue runes, with a soft white-and-blue glow that sheds [[dim light]] in a 60-foot radius.{{a}}The ''sol'' initially orbits around you or another creature in range you can see. On each of your turns, you can use your [[bonus action]] to shift the orb to a new creature you can see within 60 feet of the ''sol''.{{a}}A creature can use its action to remove the ''sol'' with a successful {{str}} [[saving throw]], either knocking it to the ground or carrying it. Any creature which touches the ''sol'' against your will takes 2d12 radiant damage on contact. While the ''sol'' is held, you cannot use your [[bonus action]] to shift it elsewhere.{{a}}All smoke, fog, clouds, and darkness within the light of the ''sol'' are dispersed. Any spells which cause these effects, such as {{Spell|Eldin Smog}} and {{Spell|Darkness}}, are suppressed in areas where they overlap with the radius of a ''sol''—unless the spell is cast with more points (or a higher level) than you used to cast ''conjure sol.''{{a}}Any creature which starts its turn in the light of a ''sol'' is relieved of any curse, disease, [[jinxed|jinx]], [[charmed|charm]], or [[frightened]] condition (except for those caused by you). The curse of a magic item is suppressed while it is within the light.{{a}}Any creature openly hostile to you which starts its turn in this light takes 2d12 radiant damage.{{a}}When your [[concentration]] on this spell ends, the sol explodes. Any creature within a 30-foot radius of the explosion is nourished with [[food]] and [[water]] for the day, for 1 minute its melee attacks deal radiant damage instead of its normal damage type(s), and must make a {{cha}} [[saving throw]]. Any creatures you designate automatically succeed the save.{{a}}On a failed save a creature takes 6d12 radiant damage and is [[stunned]] until the end of your next turn. On a successful save, a creature gains 20 {{thp}} instead. |
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}}</tab></tabs><noinclude> | }}</tab></tabs><noinclude> | ||
{{clear}} | {{clear}} |
Latest revision as of 13:06, 21 January 2022
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Player's Guide |
System Reference |
Compendium |
11-point conjuration | |
Casting time: | 1 action |
Range: | 60 feet |
Components: | V, S |
Duration: | Concentration, up to 1 hour |
You conjure a sol, a powerful magic item that radiates energy and makes life possible even in a region as desolate as the Twilight Realm. A sol appears as an orb about a foot in diameter covered in blue runes, with a soft white-and-blue glow that sheds dim light in a 60-foot radius.
The sol initially orbits around you or another creature in range you can see. On each of your turns, you can use your bonus action to shift the orb to a new creature you can see within 60 feet of the sol.
A creature can use its action to remove the sol with a successful Strength saving throw, either knocking it to the ground or carrying it. Any creature which touches the sol against your will takes 2d12 radiant damage on contact. While the sol is held, you cannot use your bonus action to shift it elsewhere.
All smoke, fog, clouds, and darkness within the light of the sol are dispersed. Any spells which cause these effects, such as eldin smog and darkness, are suppressed in areas where they overlap with the radius of a sol—unless the spell is cast with more points (or a higher level) than you used to cast conjure sol.
Any creature which starts its turn in the light of a sol is relieved of any curse, disease, jinx, charm, or frightened condition (except for those caused by you). The curse of a magic item is suppressed while it is within the light.
Any creature openly hostile to you which starts its turn in this light takes 2d12 radiant damage.
When your concentration on this spell ends, the sol explodes. Any creature within a 30-foot radius of the explosion is nourished with food and water for the day, for 1 minute its melee attacks deal radiant damage instead of its normal damage type(s), and must make a Charisma saving throw. Any creatures you designate automatically succeed the save.
On a failed save a creature takes 6d12 radiant damage and is stunned until the end of your next turn. On a successful save, a creature gains 20 temporary heart points instead.
8th-level conjuration | |
Casting time: | 1 action |
Range: | 60 feet |
Components: | V, S |
Duration: | Concentration, up to 1 hour |
You conjure a sol, a powerful magic item that radiates energy and makes life possible even in a region as desolate as the Twilight Realm. A sol appears as an orb about a foot in diameter covered in blue runes, with a soft white-and-blue glow that sheds dim light in a 60-foot radius.
The sol initially orbits around you or another creature in range you can see. On each of your turns, you can use your bonus action to shift the orb to a new creature you can see within 60 feet of the sol.
A creature can use its action to remove the sol with a successful Strength saving throw, either knocking it to the ground or carrying it. Any creature which touches the sol against your will takes 2d12 radiant damage on contact. While the sol is held, you cannot use your bonus action to shift it elsewhere.
All smoke, fog, clouds, and darkness within the light of the sol are dispersed. Any spells which cause these effects, such as eldin smog and darkness, are suppressed in areas where they overlap with the radius of a sol—unless the spell is cast with more points (or a higher level) than you used to cast conjure sol.
Any creature which starts its turn in the light of a sol is relieved of any curse, disease, jinx, charm, or frightened condition (except for those caused by you). The curse of a magic item is suppressed while it is within the light.
Any creature openly hostile to you which starts its turn in this light takes 2d12 radiant damage.
When your concentration on this spell ends, the sol explodes. Any creature within a 30-foot radius of the explosion is nourished with food and water for the day, for 1 minute its melee attacks deal radiant damage instead of its normal damage type(s), and must make a Charisma saving throw. Any creatures you designate automatically succeed the save.
On a failed save a creature takes 6d12 radiant damage and is stunned until the end of your next turn. On a successful save, a creature gains 20 temporary heart points instead.
The material on this page is based primarily on content found in Twilight Princess, which is copyright Nintendo Co., Ltd.