Difference between revisions of "Shock Weapon (enhancement)"
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+ | |summary=Attacks with the weapon deal extra lightning damage and can [[paralyzed|paralyze]], but the weapon has limited charges. | ||
|description=This weapon faintly glows with a pale-green color, and while charged white runes light its surface. The air around it is filled with static electricity.{{a}}This weapon has 4 charges. Every attack with it expends one of the remaining charges, regardless of whether or not the attack hits or misses. When the wielder hits a creature with this weapon while expending a charge, add a d4 [[bonus die]] to the damage roll as lightning damage.{{a}}A creature which takes any of this cold damage unreduced must make a DC 13 {{con}} [[saving throw]] at the end of the current turn. On a failure, the creature is [[paralyzed]] until the end of the wielder's next turn. If the wielder takes damage, it can repeat this saving throw, ending the condition on a success.{{a}}After no attack has been made with this weapon for 1 minute, it fully regains its charges. | |description=This weapon faintly glows with a pale-green color, and while charged white runes light its surface. The air around it is filled with static electricity.{{a}}This weapon has 4 charges. Every attack with it expends one of the remaining charges, regardless of whether or not the attack hits or misses. When the wielder hits a creature with this weapon while expending a charge, add a d4 [[bonus die]] to the damage roll as lightning damage.{{a}}A creature which takes any of this cold damage unreduced must make a DC 13 {{con}} [[saving throw]] at the end of the current turn. On a failure, the creature is [[paralyzed]] until the end of the wielder's next turn. If the wielder takes damage, it can repeat this saving throw, ending the condition on a success.{{a}}After no attack has been made with this weapon for 1 minute, it fully regains its charges. | ||
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Revision as of 18:59, 9 December 2020
- 4-core enhancement
- simple or martial melee weapon
This weapon has 4 charges. Every attack with it expends one of the remaining charges, regardless of whether or not the attack hits or misses. When the wielder hits a creature with this weapon while expending a charge, add a d4 bonus die to the damage roll as lightning damage.
A creature which takes any of this cold damage unreduced must make a DC 13 Constitution saving throw at the end of the current turn. On a failure, the creature is paralyzed until the end of the wielder's next turn. If the wielder takes damage, it can repeat this saving throw, ending the condition on a success.
After no attack has been made with this weapon for 1 minute, it fully regains its charges.