Difference between revisions of "Shock Weapon (enhancement)"

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|imagelink=https://zelda.gamepedia.com/Weapon
 
|imagelink=https://zelda.gamepedia.com/Weapon
 
|core=4
 
|core=4
|pre=simple or martial melee weapon
+
|pre=weapon (simple or martial melee)
 
|summary=Attacks with the weapon deal extra lightning damage and can [[paralyzed|paralyze]], but the weapon has limited charges.
 
|summary=Attacks with the weapon deal extra lightning damage and can [[paralyzed|paralyze]], but the weapon has limited charges.
|description=This weapon faintly glows with a pale-green color, and while charged white runes light its surface.  The air around it is filled with static electricity.{{a}}This weapon has 4 charges.  Every attack with it expends one of the remaining charges, regardless of whether or not the attack hits or misses.  When the wielder hits a creature with this weapon while expending a charge, add a d4 [[bonus die]] to the damage roll as lightning damage.{{a}}A creature which takes any of this cold damage unreduced must make a DC 13 {{con}} [[saving throw]] at the end of the current turn.  On a failure, the creature is [[paralyzed]] until the end of the wielder's next turn.  If the wielder takes damage, it can repeat this saving throw, ending the condition on a success.{{a}}After no attack has been made with this weapon for 1 minute, it fully regains its charges.
+
|description=This weapon faintly glows with a pale-green color, and while charged white runes light its surface.  The air around it is filled with static electricity.{{a}}This weapon has 4 charges.  Every attack with it expends one of the remaining charges, regardless of whether or not the attack hits or misses.  When the wielder hits a creature with this weapon while expending a charge, it deals an extra 1d6 lightning damage.{{a}}A creature which takes any of this lightning damage unreduced must make a single DC 13 {{con}} [[saving throw]] at the end of the current turn.  On a failure, the creature is [[paralyzed]] until the end of the wielder's next turn.  If the wielder takes damage, it can repeat this saving throw, ending the condition on a success.{{a}}After no attack has been made with this weapon for 1 minute, it fully regains its charges.
 
}}
 
}}

Latest revision as of 21:42, 21 January 2022

4-core enhancement
weapon (simple or martial melee)
This weapon faintly glows with a pale-green color, and while charged white runes light its surface. The air around it is filled with static electricity.
     This weapon has 4 charges. Every attack with it expends one of the remaining charges, regardless of whether or not the attack hits or misses. When the wielder hits a creature with this weapon while expending a charge, it deals an extra 1d6 lightning damage.
     A creature which takes any of this lightning damage unreduced must make a single DC 13 Constitution saving throw at the end of the current turn. On a failure, the creature is paralyzed until the end of the wielder's next turn. If the wielder takes damage, it can repeat this saving throw, ending the condition on a success.
     After no attack has been made with this weapon for 1 minute, it fully regains its charges.