Difference between revisions of "Primordial Lightning (spell)"
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Revision as of 19:07, 11 December 2020
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Player's Guide |
System Reference |
Compendium |
11-point evocation | |
Casting time: | 1 action |
Range: | 60 feet |
Components: | V, S |
Duration: | 1 minute |
Before time began, before spirits and life existed, the world was a storm of chaos. You reach back into this primordial chaos to conjure a single terrifyingly powerful lightning bolt that tears into one creature in range that you can see. You can direct this lighting to empower or devastate the target.
Empower. If you target a willing friendly creature, you can direct the lightning to fill the target's held weapon with primordial power. For the duration, add a d12 bonus die to attack and damage rolls with that weapon, the extra damage is lightning damage, and the weapon is magical. Whoever wields the weapon has resistance to lightning damage, and any creature which hits it with a melee attack takes 1d12 lightning damage.
Devastate. The target must make a Constitution saving throw. On a failed save, the target takes 8d12 lightning damage and is stunned for the duration. On a success, the target takes half as much damage and isn't stunned. A creature stunned by this spell can make a Constitution saving throw at the end of each of its turns, ending the spell on a success.
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.
5th-level evocation | |
Casting time: | 1 action |
Range: | 100 feet |
Components: | V, S |
Duration: | Instantaneous |
A sphere of bright flame erupts from a creature in range you can see. The target must make a Constitution saving throw. It takes 9d6 fire damage on a failed save, or half as much on a success. On a failure, the target is also ignited for 4d6 fire damage, and for the duration this ignition cannot be extinguished by nonmagical means.
While ignited in this way, the target sheds bright light out to a radius of 30 feet, and dim light for an additional 30 feet. This light prevents the target from benefiting from invisibility.
If the target is reduced to 0 heart points by this spell's damage after it failed the initial saving throw, it is burnt to ash, leaving no corpse.
At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, increase the initial fire damage by 1d6 for every slot level above 5th.