Hot Foot (spell)
From Legends of Hyrule
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Player's Guide |
System Reference |
Compendium |
4-point evocation | |
Casting time: | 1 action |
Range: | Self |
Components: | V, S |
Duration: | 1 round |
Your movements are wreathed in flames until the start of your next turn. Until this spell ends, your speed increases by 30 feet, your movement does not provoke opportunity attacks, and you can move through the space of any hostile creature that doesn't completely fill its space.
If you move through the space of a creature before the start of your next turn, that creature must succeed on a Dexterity saving throw or take 3d8 fire damage. A creature must also make this saving throw if it enters your reach on its turn.
Upcast. You can upcast this spell by expending extra magic points when you cast it. For each extra point, add 1d8 fire damage.
2nd-level evocation | |
Casting time: | 1 action |
Range: | Self |
Components: | V, S |
Duration: | 1 round |
Your movements are wreathed in flames until the start of your next turn. Until this spell ends, your speed increases by 30 feet, your movement does not provoke opportunity attacks, and you can move through the space of any hostile creature that doesn't completely fill its space.
If you move through the space of a creature before the start of your next turn, that creature must succeed on a Dexterity saving throw or take 3d8 fire damage. A creature must also make this saving throw if it enters your reach on its turn.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, add 1d8 fire damage for every slot level above 1st.