Difference between revisions of "Icy Gale (spell)"

From Legends of Hyrule
Jump to navigationJump to search
 
(One intermediate revision by the same user not shown)
Line 5: Line 5:
 
|school=evocation
 
|school=evocation
 
|range=Self (15-foot radius)
 
|range=Self (15-foot radius)
|dur=10 minutes
+
|description=Frigid winds sweep out from you in every direction.  Each creature within a 15-foot radius of you must make a {{str}} [[saving throw]].  On a failed save, a creature takes 2d6 cold damage (or 3d6 cold damage if it is [[soaked]]) and is pushed 10 feet directly away from you.  On a successful wave, the creature takes half as much damage and isn't pushed.{{a}}Any wet ground in this radius, such as puddles or [[quicksand]], becomes [[slippery ice]] until it thaws naturally.  Any body of water in this radius is covered in [[thin ice]].  Any unsecured objects in this radius that aren't held or carried are pushed back 10 feet away.{{a}}{{AHL}} For each extra point, increase the cold damage by 1d6.
|description=Frigid winds sweep out from you in every direction.  Each creature within a 15-foot radius of you must make a {{str}} [[saving throw]].  On a failed save, a creature takes 2d8 cold damage (or 3d8 cold damage if it is [[soaked]]) and is pushed 10 feet directly away from you.  On a successful wave, the creature takes half as much damage and isn't pushed.{{a}}Any wet ground in this radius, such as puddles or [[quicksand]], becomes [[slippery ice]] until it thaws naturally.  Any unsecured objects in this radius that aren't held or carried are pushed back 10 feet away.{{a}}{{AHL}} For each extra point, increase the cold damage by 1d8.
 
 
|wizz=yes
 
|wizz=yes
 
|wi=yes
 
|wi=yes
Line 16: Line 15:
 
|school=evocation
 
|school=evocation
 
|range=Self (15-foot radius)
 
|range=Self (15-foot radius)
|dur=10 minutes
+
|description=Frigid winds sweep out from you in every direction.  Each creature within a 15-foot radius of you must make a {{str}} [[saving throw]].  On a failed save, a creature takes 2d6 cold damage (or 3d6 cold damage if it is [[soaked]]) and is pushed 10 feet directly away from you.  On a successful wave, the creature takes half as much damage and isn't pushed.{{a}}Any wet ground in this radius, such as puddles or [[quicksand]], becomes [[slippery ice]] until it thaws naturally.  Any body of water in this radius is covered in [[thin ice]].  Any unsecured objects in this radius that aren't held or carried are pushed back 10 feet away.{{a}}{{AHL}} For each extra point, increase the cold damage by 1d6.}}</tab></tabs>
|description=Frigid winds sweep out from you in every direction.  Each creature within a 15-foot radius of you must make a {{str}} [[saving throw]].  On a failed save, a creature takes 2d8 cold damage (or 3d8 cold damage if it is [[soaked]]) and is pushed 10 feet directly away from you.  On a successful wave, the creature takes half as much damage and isn't pushed.{{a}}Any unsecured objects in this radius that aren't held or carried are pushed back 10 feet away.  Any wet ground in this radius, such as marsh or quicksand, becomes [[slippery ice]] until it thaws naturally.{{a}}{{AHL}} For each extra point, increase the cold damage by 1d8.}}</tab></tabs>
 

Latest revision as of 09:27, 27 December 2020

Navigation
Warning: Legends of Hyrule is still very unfinished and its content may radically change. In particular, there are plans to radically revision classes.
Please download an offline copy of any page you may need. "Alt+Shift+P" can be used to make a printable PDF of any page. See also archives.

Player's Guide

Character Creation
the next level
Classes
champ, opportunist, researcher, sage, scion
Species
gerudo, goron, hylian, rito, zora
anouki, deku, korok, twili, zonai
Equipment
armor, weapons, gear, tools, goods, services

System Reference

Hyrulean Guidelines
Using Ability Scores
str, dex, con, int, wis, cha
Time & Movement
Environment
Rest
Combat
Conditions
Downtime
Dungeon Mastering
encounters, progression, treasure, variant rules

Compendium

Languages
Feats
Fighting Styles
Techniques
Spellcasting
spell list, spell gallery
Creature Overview
monsters, NPCs, other creatures
Magic Item Overview
item list, item gallery
3cuTCbz.png

2-point evocation
Casting time:  1 action
Range:  Self (15-foot radius)
Components:  V, S
Duration:  Instantaneous

Frigid winds sweep out from you in every direction. Each creature within a 15-foot radius of you must make a Strength saving throw. On a failed save, a creature takes 2d6 cold damage (or 3d6 cold damage if it is soaked) and is pushed 10 feet directly away from you. On a successful wave, the creature takes half as much damage and isn't pushed.
     Any wet ground in this radius, such as puddles or quicksand, becomes slippery ice until it thaws naturally. Any body of water in this radius is covered in thin ice. Any unsecured objects in this radius that aren't held or carried are pushed back 10 feet away.
     Upcast. You can upcast this spell by expending extra magic points when you cast it.  For each extra point, increase the cold damage by 1d6.
1st-level evocation
Casting time:  1 action
Range:  Self (15-foot radius)
Components:  V, S
Duration:  Instantaneous

Frigid winds sweep out from you in every direction. Each creature within a 15-foot radius of you must make a Strength saving throw. On a failed save, a creature takes 2d6 cold damage (or 3d6 cold damage if it is soaked) and is pushed 10 feet directly away from you. On a successful wave, the creature takes half as much damage and isn't pushed.
     Any wet ground in this radius, such as puddles or quicksand, becomes slippery ice until it thaws naturally. Any body of water in this radius is covered in thin ice. Any unsecured objects in this radius that aren't held or carried are pushed back 10 feet away.
     Upcast. You can upcast this spell by expending extra magic points when you cast it.  For each extra point, increase the cold damage by 1d6.