Difference between revisions of "Electric Wreath (spell)"
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− | |sorc=yes}}</tab><tab name="Spell Slots">{{SpellBox | + | |sorc=yes |
+ | |damage=lightning | ||
+ | |save=str}}</tab><tab name="Spell Slots">{{SpellBox | ||
|level=2nd | |level=2nd | ||
|school=evocation | |school=evocation |
Revision as of 14:38, 11 December 2020
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Player's Guide |
System Reference |
Compendium |
4-point evocation | |
Casting time: | 1 action |
Range: | 30 feet |
Components: | V, S |
Duration: | Concentration, up to 1 minute |
A creature in range that you can see is wreathed in magnetizing lightning bolts that wrap around its body. The target must make a Strength saving throw to break free of the bolts. On a failed save, the target takes 2d8 lightning damage and is illuminated by the bolts for the duration. On a success, the target takes half as much damage and the spell ends.
A creature illuminated by this spell sheds dim light in a 10-foot radius, doesn't benefit from being invisible, and takes 2d8 lightning damage at the start of each of its turns. The magnetizing bolts draw in metal and electricity, giving advantage to any attack roll targeting the creature if the attack uses a weapon made of metal or the attack deals lightning damage.
A creature can use its action to repeat the Strength saving throw, ending the spell on a success.
Upcast. You can upcast this spell by expending extra magic points when you cast it. For every 2 extra points, increase both the initial and secondary damage by 1d8.
2nd-level evocation | |
Casting time: | 1 action |
Range: | 30 feet |
Components: | V, S |
Duration: | Concentration, up to 1 minute |
A creature in range that you can see is wreathed in magnetizing lightning bolts that wrap around its body. The target must make a Strength saving throw to break free of the bolts. On a failed save, the target takes 2d8 lightning damage and is illuminated by the bolts for the duration. On a success, the target takes half as much damage and the spell ends.
A creature illuminated by this spell sheds dim light in a 10-foot radius, doesn't benefit from being invisible, and takes 2d8 lightning damage at the start of each of its turns. The magnetizing bolts draw in metal and electricity, giving advantage to any attack roll targeting the creature if the attack uses a weapon made of metal or the attack deals lightning damage.
A creature can use its action to repeat the Strength saving throw, ending the spell on a success.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase both the initial and secondary damage by 1d8 for every two slot levels above 2nd.