Difference between revisions of "Wizzbolt (spell)"

From Legends of Hyrule
Jump to navigationJump to search
Line 6: Line 6:
 
|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.  You can hurl them 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}}{{LegendarySpell}}{{a}}{{AHL}}For every 3 extra points, add one more bolt with its own attack roll and optionally its own damage type.
+
|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}}{{LegendarySpell}}{{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
 
|save=ranged
 
|save=ranged
Line 19: Line 19:
 
|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.  You can hurl them 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}}{{LegendarySpell}}{{a}}{{AHLS}} 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.}}</tab></tabs>
+
|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}}{{LegendarySpell}}{{a}}{{AHLS}} 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.}}</tab></tabs>

Revision as of 08:39, 6 December 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

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.
     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.
     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.