Difference between revisions of "Hand of Nayru (spell)"
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|dur=1 minute | |dur=1 minute | ||
|concentration=yes | |concentration=yes | ||
− | |Huge spires of magical ice fall from above to crash into five different points you can see within range. Any creature flying within a 10-foot radius cylinder above one of these points must succeed on a {{dex}} [[saving throw]] or [[falling|fall]] to the ground.{{a}}Each creature in a 10-foot radius of these points, including any that just fell to the ground, must make a {{con}} saving throw to endure the storm of icy shards that fly from the spire as it shatters against the ground. A creature in the area of more than one ice spire is affected only once. On a failed save, a creature takes 4d12 piercing damage plus 4d12 cold damage. If the creature doesn't reduce or [[Damage Resistance|resist]] this cold damage it is [[petrified]]—frozen solid—for the duration. On a successful save, a creature takes half as much damage and isn't petrified.{{a}}If a creature petrified by this spell takes fire damage, the effect ends on that creature. At the end of each of its turns, the creature can repeat this saving throw, ending the condition on itself on a success.{{a}}For the duration, the affected area is covered in shards of slippery ice, becoming [[difficult terrain]]. Any creature which starts its turn in the area, or moves into the area on its turn, must succeed on a {{dex}} [[saving throw]] or fall [[prone]] and take 1d12 piercing damage plus 1d12 cold damage. | + | |Huge spires of magical ice fall from above to crash into five different points you can see within range. Any creature flying within a 10-foot radius cylinder above one of these points must succeed on a {{dex}} [[saving throw]] or [[falling|fall]] to the ground.{{a}}Each creature in a 10-foot radius of these points, including any that just fell to the ground, must make a {{con}} saving throw to endure the storm of icy shards that fly from the spire as it shatters against the ground. A creature in the area of more than one ice spire is affected only once. On a failed save, a creature takes 4d12 piercing damage plus 4d12 cold damage. If the creature doesn't reduce or [[Damage Resistance|resist]] this cold damage it is [[petrified]]—frozen solid—for the duration. On a successful save, a creature takes half as much damage and isn't petrified.{{a}}If a creature petrified by this spell takes fire damage, the effect ends on that creature. At the end of each of its turns, the creature can repeat this saving throw, ending the condition on itself on a success.{{a}}For the duration, the affected area is covered in shards of slippery ice, becoming [[difficult terrain]]. Any creature which starts its turn in the area, or moves into the area on its turn, must succeed on a {{dex}} [[saving throw]] or fall [[prone]] and take 1d12 piercing damage plus 1d12 cold damage. |
|save=dex | |save=dex | ||
|save2=con | |save2=con |
Latest revision as of 19:54, 11 December 2020
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Player's Guide |
System Reference |
Compendium |
13-point evocation | |
Casting time: | 1 action |
Range: | 1 mile |
Components: | V, S |
Duration: | Concentration, up to 1 minute |
Huge spires of magical ice fall from above to crash into five different points you can see within range. Any creature flying within a 10-foot radius cylinder above one of these points must succeed on a Dexterity saving throw or fall to the ground.
Each creature in a 10-foot radius of these points, including any that just fell to the ground, must make a Constitution saving throw to endure the storm of icy shards that fly from the spire as it shatters against the ground. A creature in the area of more than one ice spire is affected only once. On a failed save, a creature takes 4d12 piercing damage plus 4d12 cold damage. If the creature doesn't reduce or resist this cold damage it is petrified—frozen solid—for the duration. On a successful save, a creature takes half as much damage and isn't petrified.
If a creature petrified by this spell takes fire damage, the effect ends on that creature. At the end of each of its turns, the creature can repeat this saving throw, ending the condition on itself on a success.
For the duration, the affected area is covered in shards of slippery ice, becoming difficult terrain. Any creature which starts its turn in the area, or moves into the area on its turn, must succeed on a Dexterity saving throw or fall prone and take 1d12 piercing damage plus 1d12 cold damage.
9th-level evocation | |
Casting time: | 1 action |
Range: | 1 mile |
Components: | V, S |
Duration: | Concentration, up to 1 minute |
Huge spires of magical ice fall from above to crash into five different points you can see within range. Any creature flying within a 10-foot radius cylinder above one of these points must succeed on a Dexterity saving throw or fall to the ground.
Each creature in a 10-foot radius of these points, including any that just fell to the ground, must make a Constitution saving throw to endure the storm of icy shards that fly from the spire as it shatters against the ground. A creature in the area of more than one ice spire is affected only once. On a failed save, a creature takes 4d12 piercing damage plus 4d12 cold damage. If the creature doesn't reduce or resist this cold damage it is petrified—frozen solid—for the duration. On a successful save, a creature takes half as much damage and isn't petrified.
If a creature petrified by this spell takes fire damage, the effect ends on that creature. At the end of each of its turns, the creature can repeat this saving throw, ending the condition on itself on a success.
For the duration, the affected area is covered in shards of slippery ice, becoming difficult terrain. Any creature which starts its turn in the area, or moves into the area on its turn, must succeed on a Dexterity saving throw or fall prone and take 1d12 piercing damage plus 1d12 cold damage.