Difference between revisions of "Radiant Weapon (spell)"
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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= | + | |summary=A weapon you touch deals an extra 2d10 radiant damage for up to 1 hour. |
|p=8 | |p=8 | ||
|level=5th | |level=5th | ||
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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}} | + | |time=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.{{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}} | + | 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.{{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. | ||
}}</tab></tabs><noinclude> | }}</tab></tabs><noinclude> | ||
{{clear}} | {{clear}} |
Latest revision as of 20:24, 11 December 2020
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Player's Guide |
System Reference |
Compendium |
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 |
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.
The material on this page is based primarily on content found in Twilight Princess, which is copyright Nintendo Co., Ltd.