Difference between revisions of "Blizzard (spell)"
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|duration=1 minute | |duration=1 minute | ||
|concentration=yes | |concentration=yes | ||
− | |description=An deafening roar of wind and driving snow tears through a 60-foot-radius, 200-foot-high cylinder centered on a point within range.{{a}}For the duration, this area is affected with [[strong winds]] and [[heavy precipitation]]. As such all {{wis}} ([[Perception]]) checks made in the area have [[disadvantage]], everything in the area is [[soaked]], nothing can be [[ignited]], and all fog or smoke is dispersed. Ranged weapon attack rolls made through the area have [[disadvantage]]. Flying by nonmagical means is nearly impossible; a flying creature in the area must end its turn on the ground or [[falling|fall]]. The area also becomes [[difficult terrain]].{{a}}If a creature starts its turn in the area or enters it on its turn, it is pelted with snow, ice, and wind. The creature must succeed on a {{con}} [[saving throw]] or take 4d6 cold damage | + | |description=An deafening roar of wind and driving snow tears through a 60-foot-radius, 200-foot-high cylinder centered on a point within range.{{a}}For the duration, this area is affected with [[strong winds]] and [[heavy precipitation]]. As such all {{wis}} ([[Perception]]) checks made in the area have [[disadvantage]], everything in the area is [[soaked]], nothing can be [[ignited]], and all fog or smoke is dispersed. Ranged weapon attack rolls made through the area have [[disadvantage]]. Flying by nonmagical means is nearly impossible; a flying creature in the area must end its turn on the ground or [[falling|fall]]. The area also becomes [[difficult terrain]].{{a}}If a creature starts its turn in the area or enters it on its turn, it is pelted with snow, ice, and wind. The creature must succeed on a {{con}} [[saving throw]] or take 4d6 cold damage. |
|sorc=yes | |sorc=yes | ||
|wizz=yes | |wizz=yes | ||
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|duration=1 minute | |duration=1 minute | ||
|concentration=yes | |concentration=yes | ||
− | |description=An deafening roar of wind and driving snow tears through a 60-foot-radius, 200-foot-high cylinder centered on a point within range.{{a}}For the duration, this area is affected with [[strong winds]] and [[heavy precipitation]]. As such all {{wis}} ([[Perception]]) checks made in the area have [[disadvantage]], everything in the area is [[soaked]], nothing can be [[ignited]], and all fog or smoke is dispersed. Ranged weapon attack rolls made through the area have [[disadvantage]]. Flying by nonmagical means is nearly impossible; a flying creature in the area must end its turn on the ground or [[falling|fall]]. The area also becomes [[difficult terrain]].{{a}}If a creature starts its turn in the area or enters it on its turn, it is pelted with snow, ice, and wind. The creature must succeed on a {{con}} [[saving throw]] or take 4d6 cold damage. | + | |description=An deafening roar of wind and driving snow tears through a 60-foot-radius, 200-foot-high cylinder centered on a point within range.{{a}}For the duration, this area is affected with [[strong winds]] and [[heavy precipitation]]. As such all {{wis}} ([[Perception]]) checks made in the area have [[disadvantage]], everything in the area is [[soaked]], nothing can be [[ignited]], and all fog or smoke is dispersed. Ranged weapon attack rolls made through the area have [[disadvantage]]. Flying by nonmagical means is nearly impossible; a flying creature in the area must end its turn on the ground or [[falling|fall]]. The area also becomes [[difficult terrain]].{{a}}If a creature starts its turn in the area or enters it on its turn, it is pelted with snow, ice, and wind. The creature must succeed on a {{con}} [[saving throw]] or take 4d6 cold damage.}}</tab></tabs> |
− | }}</tab></tabs> |
Revision as of 20:21, 11 December 2020
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Player's Guide |
System Reference |
Compendium |
9-point evocation | |
Casting time: | 1 action |
Range: | 150 feet |
Components: | V, S |
Duration: | Concentration, up to 1 minute |
An deafening roar of wind and driving snow tears through a 60-foot-radius, 200-foot-high cylinder centered on a point within range.
For the duration, this area is affected with strong winds and heavy precipitation. As such all Wisdom (Perception) checks made in the area have disadvantage, everything in the area is soaked, nothing can be ignited, and all fog or smoke is dispersed. Ranged weapon attack rolls made through the area have disadvantage. Flying by nonmagical means is nearly impossible; a flying creature in the area must end its turn on the ground or fall. The area also becomes difficult terrain.
If a creature starts its turn in the area or enters it on its turn, it is pelted with snow, ice, and wind. The creature must succeed on a Constitution saving throw or take 4d6 cold damage.
6th-level evocation | |
Casting time: | 1 action |
Range: | 150 feet |
Components: | V, S |
Duration: | Concentration, up to 1 minute |
An deafening roar of wind and driving snow tears through a 60-foot-radius, 200-foot-high cylinder centered on a point within range.
For the duration, this area is affected with strong winds and heavy precipitation. As such all Wisdom (Perception) checks made in the area have disadvantage, everything in the area is soaked, nothing can be ignited, and all fog or smoke is dispersed. Ranged weapon attack rolls made through the area have disadvantage. Flying by nonmagical means is nearly impossible; a flying creature in the area must end its turn on the ground or fall. The area also becomes difficult terrain.
If a creature starts its turn in the area or enters it on its turn, it is pelted with snow, ice, and wind. The creature must succeed on a Constitution saving throw or take 4d6 cold damage.