Difference between revisions of "Jolt Corpse (spell)"
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|You compel a dead or undead creature in range to perform a sudden, jerking motion. If the target is undead, it makes a {{cha}} save, and on a success is unaffected by this spell for the next 24 hours.{{a}}The motion performed must be simple, momentary, devoid of intelligence or magic, cannot reach beyond 5 feet, and must mimic an action the creature could have performed in life. The motion can otherwise be any you choose. Possibilities include compelling a severed arm to point in a given direction, causing a recently-slain soldier to sloppily swipe at an adjacent creature, or forcing a [[stalfos]] to drop [[prone]].{{a}}If you compel the target to make an attack, it uses your melee spell attack roll, and deals no more than 1d8 bludgeoning damage. For any motion that would require a {{str}} check, the target uses your casting ability in place of Strength. Any motion caused by this spell does not consume any action, reaction, or movement the target would otherwise be afforded.{{a}}This damage causable by this spell increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). | |You compel a dead or undead creature in range to perform a sudden, jerking motion. If the target is undead, it makes a {{cha}} save, and on a success is unaffected by this spell for the next 24 hours.{{a}}The motion performed must be simple, momentary, devoid of intelligence or magic, cannot reach beyond 5 feet, and must mimic an action the creature could have performed in life. The motion can otherwise be any you choose. Possibilities include compelling a severed arm to point in a given direction, causing a recently-slain soldier to sloppily swipe at an adjacent creature, or forcing a [[stalfos]] to drop [[prone]].{{a}}If you compel the target to make an attack, it uses your melee spell attack roll, and deals no more than 1d8 bludgeoning damage. For any motion that would require a {{str}} check, the target uses your casting ability in place of Strength. Any motion caused by this spell does not consume any action, reaction, or movement the target would otherwise be afforded.{{a}}This damage causable by this spell increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). | ||
|poe=yes | |poe=yes | ||
+ | |sorc=yes | ||
|save=cha | |save=cha | ||
|damage=bludgeoning | |damage=bludgeoning | ||
}}</tab></tabs> | }}</tab></tabs> |
Revision as of 18:10, 8 December 2020
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Player's Guide |
System Reference |
Compendium |
cantrip-point necromancy | |
Casting time: | 1 action |
Range: | 60 feet |
Components: | V, S |
Duration: | Instantaneous |
You compel a dead or undead creature in range to perform a sudden, jerking motion. If the target is undead, it makes a Charisma save, and on a success is unaffected by this spell for the next 24 hours.
The motion performed must be simple, momentary, devoid of intelligence or magic, cannot reach beyond 5 feet, and must mimic an action the creature could have performed in life. The motion can otherwise be any you choose. Possibilities include compelling a severed arm to point in a given direction, causing a recently-slain soldier to sloppily swipe at an adjacent creature, or forcing a stalfos to drop prone.
If you compel the target to make an attack, it uses your melee spell attack roll, and deals no more than 1d8 bludgeoning damage. For any motion that would require a Strength check, the target uses your casting ability in place of Strength. Any motion caused by this spell does not consume any action, reaction, or movement the target would otherwise be afforded.
This damage causable by this spell increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).