Jolt Corpse (spell)

From Legends of Hyrule
Revision as of 20:35, 7 December 2020 by Guy (talk | contribs) (Guy moved page Jolt Corpse to Jolt Corpse (spell))
Jump to navigationJump to search
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

cantrip-point necromancy
Casting time:  1 action
Range:  60 feet
Components:  V, S
Duration:  Instantaneous

You compel a dead or undead creature in range to perform a sudden, jerking motion. If the target is undead, it makes a Charisma save, and on a success is unaffected by this spell for the next 24 hours.
     The motion performed must be simple, momentary, devoid of intelligence or magic, cannot reach beyond 5 feet, and must mimic an action the creature could have performed in life. The motion can otherwise be any you choose. Possibilities include compelling a severed arm to point in a given direction, causing a recently-slain soldier to sloppily swipe at an adjacent creature, or forcing a stalfos to drop prone.
     If you compel the target to make an attack, it uses your melee spell attack roll, and deals no more than 1d8 bludgeoning damage. For any motion that would require a Strength check, the target uses your casting ability in place of Strength. Any motion caused by this spell does not consume any action, reaction, or movement the target would otherwise be afforded.
     This damage causable by this spell increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).