Difference between revisions of "Wizzbolt (spell)"
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|range=100 feet | |range=100 feet | ||
|duration=1 round | |duration=1 round | ||
− | |description=You condense immense magic energy into three glowing bolt that streak towards targets in range. You can hurl these bolts at one target or several. For each bolt, choose one damage type from cold, fire, and lightning, then make a separate ranged attack roll. On a hit, a target takes 3d12 damage of the chosen type. You can wait to see how one bolt's attack and damage roll resolve before you decide the damage type and target of the next bolt.{{a}}If you chose fire, the target is [[ignited]] on a hit.{{a}}If you chose lightning, a hit creature has [[disadvantage]] on the first attack roll it makes before the start of your next turn.{{a}}If you chose cold, a hit creature treats all movement as [[difficult terrain]] until the end of its turn. A hit object is frozen until it thaws naturally, and wet ground becomes [[slippery ice]].{{a}}{{ | + | |description=You condense immense magic energy into three glowing bolt that streak towards targets in range. You can hurl these bolts at one target or several. For each bolt, choose one damage type from cold, fire, and lightning, then make a separate ranged attack roll. On a hit, a target takes 3d12 damage of the chosen type. You can wait to see how one bolt's attack and damage roll resolve before you decide the damage type and target of the next bolt.{{a}}If you chose fire, the target is [[ignited]] on a hit.{{a}}If you chose lightning, a hit creature has [[disadvantage]] on the first attack roll it makes before the start of your next turn.{{a}}If you chose cold, a hit creature treats all movement as [[difficult terrain]] until the end of its turn. A hit object is frozen until it thaws naturally, and wet ground becomes [[slippery ice]].{{a}}{{ExhaustingSpell}}{{a}}{{AHL}}For every 3 extra points, add one more bolt with its own attack roll and optionally its own damage type. |
|wizz=yes | |wizz=yes | ||
|sorc=yes | |sorc=yes |
Revision as of 19:05, 11 December 2020
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Player's Guide |
System Reference |
Compendium |
7-point evocation | |
Casting time: | 1 action |
Range: | 100 feet |
Components: | V, S |
Duration: | 1 round |
You condense immense magic energy into three glowing bolt that streak towards targets in range. You can hurl these bolts at one target or several. For each bolt, choose one damage type from cold, fire, and lightning, then make a separate ranged attack roll. On a hit, a target takes 3d12 damage of the chosen type. You can wait to see how one bolt's attack and damage roll resolve before you decide the damage type and target of the next bolt.
If you chose fire, the target is ignited on a hit.
If you chose lightning, a hit creature has disadvantage on the first attack roll it makes before the start of your next turn.
If you chose cold, a hit creature treats all movement as difficult terrain until the end of its turn. A hit object is frozen until it thaws naturally, and wet ground becomes slippery ice.
Exhausting Spell. If you cast this spell more than once before you finish a long rest, you suffer two levels of exhaustion immediately after casting it.
Upcast. You can upcast this spell by expending extra magic points when you cast it. For every 3 extra points, add one more bolt with its own attack roll and optionally its own damage type.
5th-level evocation | |
Casting time: | 1 action |
Range: | 100 feet |
Components: | V, S |
Duration: | 1 round |
You condense immense magic energy into three glowing bolt that streak towards targets in range. You can hurl these bolts at one target or several. For each bolt, choose one damage type from cold, fire, and lightning, then make a separate ranged attack roll. On a hit, a target takes 3d12 damage of the chosen type. You can wait to see how one bolt's attack and damage roll resolve before you decide the damage type and target of the next bolt.
If you chose fire, the target is ignited on a hit.
If you chose lightning, a hit creature has disadvantage on the first attack roll it makes before the start of your next turn.
If you chose cold, a hit creature treats all movement as difficult terrain until the end of its turn. A hit object is frozen until it thaws naturally, and wet ground becomes slippery ice.
Legendary Spell. This spell is particularly taxing to cast. Once you cast one legendary spell, you cannot cast any legendary spell again until you finish a long rest.
At Higher Levels. If you cast this spell using a spell slot of 7th level or higher, for every two spell slot levels above 5th add one more bolt with its own attack roll and optionally its own damage type.