Difference between revisions of "Icy Gale (spell)"
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|range=Self (15-foot radius) | |range=Self (15-foot radius) | ||
|dur=10 minutes | |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 2d8 cold damage 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. | + | |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 | ||
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|range=Self (15-foot radius) | |range=Self (15-foot radius) | ||
|dur=10 minutes | |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 2d8 cold damage 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> | + | |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> |
Revision as of 21:29, 5 December 2020
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Player's Guide |
System Reference |
Compendium |
2-point evocation | |
Casting time: | 1 action |
Range: | Self (15-foot radius) |
Components: | V, S |
Duration: | 10 minutes |
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 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.
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.
Upcast. You can upcast this spell by expending extra magic points when you cast it. For each extra point, increase the cold damage by 1d8.
1st-level evocation | |
Casting time: | 1 action |
Range: | Self (15-foot radius) |
Components: | V, S |
Duration: | 10 minutes |
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 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.
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.
Upcast. You can upcast this spell by expending extra magic points when you cast it. For each extra point, increase the cold damage by 1d8.