Difference between revisions of "Seizing Bolt (spell)"
From Legends of Hyrule
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|concentration=yes | |concentration=yes | ||
|duration=1 minute | |duration=1 minute | ||
− | |A ray of flashing white-and-yellow lightning springs from you to seize the muscles of a creature in range that you can see. Make a ranged spell attack against the target. On a hit, the target takes 3d6 lightning damage, and is [[grappled]] by you if it isn't immune to lightning damage. On each of your subsequent turns for the duration, you can use your action to deal 3d6 lightning damage to the target if it is range and does not have [[total cover]] from you. If by the end of a subsequent turn you don't use this action, the spell ends.{{a}}On each of its turns, the target can use its action to escape the grapple. It makes a {{str}} ([[Athletics]]) check against your spell save DC, escaping on a success. A creature with [[Damage Resistance|resistance]] to lightning damage automatically succeeds on this check.{{a}}If the target escapes this grapple, the spell ends.{{a}}{{AHL}} For every extra | + | |A ray of flashing white-and-yellow lightning springs from you to seize the muscles of a creature in range that you can see. Make a ranged spell attack against the target. On a hit, the target takes 3d6 lightning damage, and is [[grappled]] by you if it isn't immune to lightning damage. On each of your subsequent turns for the duration, you can use your action to deal 3d6 lightning damage to the target if it is range and does not have [[total cover]] from you. If by the end of a subsequent turn you don't use this action, the spell ends.{{a}}On each of its turns, the target can use its action to escape the grapple. It makes a {{str}} ([[Athletics]]) check against your spell save DC, escaping on a success. A creature with [[Damage Resistance|resistance]] to lightning damage automatically succeeds on this check.{{a}}If the target escapes this grapple, the spell ends.{{a}}{{AHL}} For every two extra points, add 1d6 to the initial and subsequent damage. |
|summary=A ray of flashing white-and-yellow lightning springs from you to seize the muscles of a creature. | |summary=A ray of flashing white-and-yellow lightning springs from you to seize the muscles of a creature. | ||
|save=ranged | |save=ranged |
Revision as of 06:58, 6 May 2020
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Player's Guide |
System Reference |
Compendium |
3-point evocation | |
Casting time: | 1 action |
Range: | 30 feet |
Components: | V, S |
Duration: | Concentration, up to 1 minute |
A ray of flashing white-and-yellow lightning springs from you to seize the muscles of a creature in range that you can see. Make a ranged spell attack against the target. On a hit, the target takes 3d6 lightning damage, and is grappled by you if it isn't immune to lightning damage. On each of your subsequent turns for the duration, you can use your action to deal 3d6 lightning damage to the target if it is range and does not have total cover from you. If by the end of a subsequent turn you don't use this action, the spell ends.
On each of its turns, the target can use its action to escape the grapple. It makes a Strength (Athletics) check against your spell save DC, escaping on a success. A creature with resistance to lightning damage automatically succeeds on this check.
If the target escapes this grapple, the spell ends.
Upcast. You can upcast this spell by expending extra magic points when you cast it. For every two extra points, add 1d6 to the initial and subsequent damage.
2nd-level evocation | |
Casting time: | 1 action |
Range: | 30 feet |
Components: | V, S |
Duration: | Concentration, up to 1 minute |
A ray of flashing white-and-yellow lightning springs from you to seize the muscles of a creature in range that you can see. Make a ranged spell attack against the target. On a hit, the target takes 3d6 lightning damage, and is grappled by you if it isn't immune to lightning damage. On each of your subsequent turns for the duration, you can use your action to deal 3d6 lightning damage to the target if it is range and does not have total cover from you. If by the end of a subsequent turn you don't use this action, the spell ends.
On each of its turns, the target can use its action to escape the grapple. It makes a Strength (Athletics) check against your spell save DC, escaping on a success. A creature with resistance lightning damage automatically succeeds on this check.
If the target escapes this grapple, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial and subsequent damage increases by 1d6 for each slot level above 2nd.