Difference between revisions of "Frostspear (magic item)"
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+ | {{Quote|right=yes|A magical spear forged from ancient ice taken from the [[Hebra Mountains]]. Attack when the blade glows blue to chill the air and freeze your foe.|Hyrule Compendium, [[Breath of the Wild]]}}</noinclude> | ||
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|image=https://i.imgur.com/zTWlwX9.png | |image=https://i.imgur.com/zTWlwX9.png |
Revision as of 00:52, 16 June 2020
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Player's Guide |
System Reference |
Compendium |
“ | “A magical spear forged from ancient ice taken from the Hebra Mountains. Attack when the blade glows blue to chill the air and freeze your foe.” |
— Hyrule Compendium, Breath of the Wild |
Weapon (javelin, spear, or pike), very rare major
You can wield this magic weapon as a spear, javelin, or pike. It faintly glows with a pale-blue color, and while charged white runes light its surface. The air around it is always cool, and while the weapon is on your person you can tolerate extreme heat without difficulty.
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 you hit a creature with this weapon while expending a charge, add a d6 bonus die to the damage roll as cold 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 petrified until the end of your next turn or until it takes damage, whichever comes first.
After no attack has been made with this weapon for 1 minute, it fully regains its charges.
You can wield this magic weapon as a spear, javelin, or pike. It faintly glows with a pale-blue color, and while charged white runes light its surface. The air around it is always cool, and while the weapon is on your person you can tolerate extreme heat without difficulty.
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 you hit a creature with this weapon while expending a charge, add a d6 bonus die to the damage roll as cold 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 petrified until the end of your next turn or until it takes damage, whichever comes first.
After no attack has been made with this weapon for 1 minute, it fully regains its charges.
The material on this page is based primarily on content found in Breath of the Wild, which is copyright Nintendo Co., Ltd.