Difference between revisions of "Baleful Regression (spell)"

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<noinclude>{{Navi|Spells}}</noinclude><tabs><tab name="Magic Points">{{SB
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<noinclude>{{Navi|Spells}}</noinclude>
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{{stub}}
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<tabs><tab name="Magic Points">{{SB
 
|school=transmutation
 
|school=transmutation
 
|p=7
 
|p=7
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|comp=V, S, M (a {{item|scythe}})
 
|comp=V, S, M (a {{item|scythe}})
 
|summary=Transform a creature into an infantile version of itself.
 
|summary=Transform a creature into an infantile version of itself.
|You hurl a ball of black, vibrating energy at a creature you can see in range.  Make a ranged spell attack against the target.  On a hit, the target takes 1d12 necrotic damage and must make a {{cha}} [[saving throw]].<br/>{{tab}}On a failed save, the target is reduced to an infantile version of itself, or an otherwise inferior form for the duration.  Most living creatures are reduced to their infant stage, while unusual creatures like fiends and undead may be reduced to an inferior and smaller but related form.  For example, a {{C|Stalfos}} might be reduced to a mere {{C|Stalhead}}.  The creature's equipment is resized, altered, or absorbed as necessary to fit this new form.<br/>{{tab}}Your DM may decide to use appropriate statistics for the infantile creature if they are readily available.  Otherwise, the following guidelines can be used for the infantile or inferior form:
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|You hurl a ball of black, vibrating energy at a creature you can see in range.  Make a ranged spell attack against the target.  On a hit, the target takes 2d6 necrotic damage and must make a {{cha}} [[saving throw]].<br/>{{tab}}On a failed save, the target is reduced to an infantile version of itself, or an otherwise inferior form for the duration.  Most living creatures are reduced to their infant stage, while unusual creatures like fiends and undead may be reduced to an inferior and smaller but related form.  For example, a {{C|Stalfos}} might be reduced to a mere {{C|Stalhead}}.  The creature's equipment is resized, altered, or absorbed as necessary to fit this new form.<br/>{{tab}}Your DM may decide to use appropriate statistics for the infantile creature if they are readily available.  Otherwise, the following guidelines can be used for the infantile or inferior form:
 
* The creature has [[disadvantage]] on all ability checks and attack rolls.
 
* The creature has [[disadvantage]] on all ability checks and attack rolls.
 
* The creature is [[prone]], and cannot use its movement to recover from this condition.
 
* The creature is [[prone]], and cannot use its movement to recover from this condition.
 
* The creature can only speak and understand one of the languages it knows (if any), but can't read or write.   
 
* The creature can only speak and understand one of the languages it knows (if any), but can't read or write.   
 
* The creature cannot cast [[spells]], use [[techniques]], or perform other actions which require advanced knowledge and training.
 
* The creature cannot cast [[spells]], use [[techniques]], or perform other actions which require advanced knowledge and training.
The target can use its action to repeat the {{cha}} [[saving throw]], ending this spell on a success. If the target is reduced to 0 {{hp}}, the spell ends.  Any damage or [[conditions]] the target sustains in its inferior form are carried over to its normal form.{{a}}{{LegendarySpell}}
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The target can use its action to repeat the {{cha}} [[saving throw]], ending this spell on a success. If the target is reduced to 0 {{hp}}, the spell ends.  Any damage or [[conditions]] the target sustains in its inferior form are carried over to its normal form.{{a}}{{ExhaustingSpell}}
 
|poe=yes
 
|poe=yes
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|sorc=yes
 
|save=Charisma
 
|save=Charisma
 
}}</tab><tab name="Spell Slots">{{SpellBox
 
}}</tab><tab name="Spell Slots">{{SpellBox
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* The creature can only speak and understand one of the languages it knows (if any), but can't read or write.   
 
* The creature can only speak and understand one of the languages it knows (if any), but can't read or write.   
 
* The creature cannot cast [[spells]], use [[techniques]], or perform other actions which require advanced knowledge and training.
 
* The creature cannot cast [[spells]], use [[techniques]], or perform other actions which require advanced knowledge and training.
The target can use its action to repeat the {{cha}} [[saving throw]], ending this spell on a success. If the target is reduced to 0 {{hp}}, the spell ends.  Any damage or [[conditions]] the target sustains in its inferior form are carried over to its normal form.{{a}}{{LegendarySpell}}
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The target can use its action to repeat the {{cha}} [[saving throw]], ending this spell on a success. If the target is reduced to 0 {{hp}}, the spell ends.  Any damage or [[conditions]] the target sustains in its inferior form are carried over to its normal form.{{a}}{{ExhaustingSpell}}
 
}}</tab></tabs><noinclude>
 
}}</tab></tabs><noinclude>
  

Latest revision as of 20:42, 11 December 2020

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This page or section is incomplete, and will eventually be expanded with more information.


7-point transmutation
Casting time:  1 action
Range:  60 feet
Components:  V, S, M (a scythe)
Duration:  Concentration, up to 1 minute

You hurl a ball of black, vibrating energy at a creature you can see in range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 necrotic damage and must make a Charisma saving throw.
     On a failed save, the target is reduced to an infantile version of itself, or an otherwise inferior form for the duration. Most living creatures are reduced to their infant stage, while unusual creatures like fiends and undead may be reduced to an inferior and smaller but related form. For example, a stalfos might be reduced to a mere stalhead. The creature's equipment is resized, altered, or absorbed as necessary to fit this new form.
     Your DM may decide to use appropriate statistics for the infantile creature if they are readily available. Otherwise, the following guidelines can be used for the infantile or inferior form:
  • The creature has disadvantage on all ability checks and attack rolls.
  • The creature is prone, and cannot use its movement to recover from this condition.
  • The creature can only speak and understand one of the languages it knows (if any), but can't read or write.
  • The creature cannot cast spells, use techniques, or perform other actions which require advanced knowledge and training.
The target can use its action to repeat the Charisma saving throw, ending this spell on a success. If the target is reduced to 0 heart points, the spell ends. Any damage or conditions the target sustains in its inferior form are carried over to its normal form.
     Exhausting Spell. If you cast this spell more than once before you finish a long rest, you suffer two levels of exhaustion immediately after casting it.
5th-level transmutation
Casting time:  1 action
Range:  60 feet
Components:  V, S, M (a scythe)
Duration:  Concentration, up to 1 minute

You hurl a ball of black, vibrating energy at a creature you can see in range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 necrotic damage and must make a Charisma saving throw.
     On a failed save, the target is reduced to an infantile version of itself, or an otherwise inferior form for the duration. Most living creatures are reduced to their infant stage, while unusual creatures like fiends and undead may be reduced to an inferior and smaller but related form. For example, a stalfos might be reduced to a mere stalhead. The creature's equipment is resized, altered, or absorbed as necessary to fit this new form.
     Your DM may decide to use appropriate statistics for the infantile creature if they are readily available. Otherwise, the following guidelines can be used for the infantile or inferior form:
  • The creature has disadvantage on all ability checks and attack rolls.
  • The creature is prone, and cannot use its movement to recover from this condition.
  • The creature can only speak and understand one of the languages it knows (if any), but can't read or write.
  • The creature cannot cast spells, use techniques, or perform other actions which require advanced knowledge and training.
The target can use its action to repeat the Charisma saving throw, ending this spell on a success. If the target is reduced to 0 heart points, the spell ends. Any damage or conditions the target sustains in its inferior form are carried over to its normal form.
     Exhausting Spell. If you cast this spell more than once before you finish a long rest, you suffer two levels of exhaustion immediately after casting it.


The material on this page is based primarily on content found in Oracle of Ages, which is copyright Nintendo Co., Ltd.