Difference between revisions of "Seizing Bolt (spell)"

From Legends of Hyrule
Jump to navigationJump to search
m
m
Line 11: Line 11:
 
|damage=lightning
 
|damage=lightning
 
|tech=yes
 
|tech=yes
 +
|twilit=yes
 
|witch=yes
 
|witch=yes
 
|wizz=yes
 
|wizz=yes

Revision as of 11:35, 10 May 2020

Navigation
Warning: Legends of Hyrule is still very unfinished and its content may radically change. In particular, there are plans to radically revision classes.
Please download an offline copy of any page you may need. "Alt+Shift+P" can be used to make a printable PDF of any page. See also archives.

Player's Guide

Character Creation
the next level
Classes
champ, opportunist, researcher, sage, scion
Species
gerudo, goron, hylian, rito, zora
anouki, deku, korok, twili, zonai
Equipment
armor, weapons, gear, tools, goods, services

System Reference

Hyrulean Guidelines
Using Ability Scores
str, dex, con, int, wis, cha
Time & Movement
Environment
Rest
Combat
Conditions
Downtime
Dungeon Mastering
encounters, progression, treasure, variant rules

Compendium

Languages
Feats
Fighting Styles
Techniques
Spellcasting
spell list, spell gallery
Creature Overview
monsters, NPCs, other creatures
Magic Item Overview
item list, item gallery
3cuTCbz.png

3-point evocation
Casting time:  1 action
Range:  30 feet
Components:  V, S
Duration:  Concentration, up to 1 minute

A ray of flashing white-and-yellow lightning springs from you to seize the muscles of a creature in range that you can see. Make a ranged spell attack against the target. On a hit, the target takes 3d6 lightning damage, and is grappled by you if it isn't immune to lightning damage. On each of your subsequent turns for the duration, you can use your action to deal 3d6 lightning damage to the target if it is range and does not have total cover from you. If by the end of a subsequent turn you don't use this action, the spell ends.
     On each of its turns, the target can use its action to escape the grapple. It makes a Strength (Athletics) check against your spell save DC, escaping on a success. A creature with resistance to lightning damage automatically succeeds on this check.
     If the target escapes this grapple, the spell ends.
     Upcast. You can upcast this spell by expending extra magic points when you cast it.  For every two extra points, add 1d6 to the initial and subsequent damage.
2nd-level evocation
Casting time:  1 action
Range:  30 feet
Components:  V, S
Duration:  Concentration, up to 1 minute

A ray of flashing white-and-yellow lightning springs from you to seize the muscles of a creature in range that you can see. Make a ranged spell attack against the target. On a hit, the target takes 3d6 lightning damage, and is grappled by you if it isn't immune to lightning damage. On each of your subsequent turns for the duration, you can use your action to deal 3d6 lightning damage to the target if it is range and does not have total cover from you. If by the end of a subsequent turn you don't use this action, the spell ends.
     On each of its turns, the target can use its action to escape the grapple. It makes a Strength (Athletics) check against your spell save DC, escaping on a success. A creature with resistance lightning damage automatically succeeds on this check.
     If the target escapes this grapple, the spell ends.
     At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the initial and subsequent damage increases by 1d6 for each slot level above 2nd.