Difference between revisions of "Electrified Terrain (spell)"
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<noinclude>{{Navi|Spells}}</noinclude><tabs><tab name="Magic Points">{{SB | <noinclude>{{Navi|Spells}}</noinclude><tabs><tab name="Magic Points">{{SB | ||
− | |summary= | + | |summary=A 20-foot square of ground becomes electrified, becoming [[difficult terrain]] and dealing lightning damage. |
|p=6 | |p=6 | ||
|level=4th | |level=4th |
Latest revision as of 17:38, 11 December 2020
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Player's Guide |
System Reference |
Compendium |
6-point evocation | |
Casting time: | 1 action |
Range: | 60 feet |
Components: | V, S |
Duration: | Concentration, up to 1 minute |
A 20-foot square of ground centered on a point in range courses with electricity for the duration, turning into difficult terrain for any creature that doesn't resist lightning damage. Each creature on this terrain must make a Constitution saving throw. A creature takes 4d6 lightning damage on a failed save, or half as much on a success. A creature must also make this saving throw when it enters the affected area for the first time on a turn or ends its turn there.
Upcast. You can upcast this spell by expending extra magic points when you cast it. For each extra point, add 1d6 lightning damage.
4th-level evocation | |
Casting time: | 1 action |
Range: | 60 feet |
Components: | V, S |
Duration: | Concentration, up to 1 minute |
A 20-foot square of ground centered on a point in range courses with electricity for the duration, turning into difficult terrain for any creature that doesn't resist lightning damage. Each creature on this terrain must make a Constitution saving throw. A creature takes 4d6 lightning damage on a failed save, or half as much on a success. A creature must also make this saving throw when it enters the affected area for the first time on a turn or ends its turn there.
At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, add 1d6 lightning damage for each slot level above 4th.