Difference between revisions of "Blizzard (spell)"
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|damage=cold | |damage=cold | ||
− | }}</tab><tab name="Spell Slots">{{ | + | }}</tab><tab name="Spell Slots">{{SpellBox |
|level=6th | |level=6th | ||
|school=evocation | |school=evocation |
Revision as of 20:41, 5 December 2020
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Player's Guide |
System Reference |
Compendium |
9-point evocation | |
Casting time: | 1 action |
Range: | 150 feet |
Components: | V, S |
Duration: | Concentration, up to 1 minute |
An deafening roar of wind and driving snow tears through a 60-foot-radius, 200-foot-high cylinder centered on a point within range.
For the duration, this area is affected with strong winds and heavy precipitation. As such all Wisdom (Perception) checks made in the area have disadvantage, everything in the area is soaked, nothing can be ignited, and all fog or smoke is dispersed. Ranged weapon attack rolls made through the area have disadvantage. Flying by nonmagical means is nearly impossible; a flying creature in the area must end its turn on the ground or fall. The area also becomes difficult terrain.
If a creature starts its turn in the area or enters it on its turn, it is pelted with snow, ice, and wind. The creature must succeed on a Constitution saving throw or take 4d6 cold damage.
Upcast. You can upcast this spell by expending extra magic points when you cast it. For each extra point, increase the cold damage by 1d6.
6th-level evocation | |
Casting time: | 1 action |
Range: | 150 feet |
Components: | V, S |
Duration: | Concentration, up to 1 minute |
An deafening roar of wind and driving snow tears through a 60-foot-radius, 200-foot-high cylinder centered on a point within range.
For the duration, this area is affected with strong winds and heavy precipitation. As such all Wisdom (Perception) checks made in the area have disadvantage, everything in the area is soaked, nothing can be ignited, and all fog or smoke is dispersed. Ranged weapon attack rolls made through the area have disadvantage. Flying by nonmagical means is nearly impossible; a flying creature in the area must end its turn on the ground or fall. The area also becomes difficult terrain.
If a creature starts its turn in the area or enters it on its turn, it is pelted with snow, ice, and wind. The creature must succeed on a Constitution saving throw or take 4d6 cold damage.
At Higher Levels. If you cast this spell using a spell slot of 7th level or higher, increase the cold damage by 1d6 for each slot level above 6th.