Radiant Weapon (spell)
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Player's Guide |
System Reference |
Compendium |
8-point evocation | |
Casting time: | 1 action |
Range: | Touch |
Components: | V, S |
Duration: | Concentration, up to 1 hour |
You imbue a weapon you touch with glowing, otherworldly power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. Add 2d10 bonus dice to every damage roll made with the weapon. If the weapon isn't already a magic weapon, it becomes one for the duration.
When your concentration on this spell ends, the weapon emits a burst of overwhelming light. Each creature other than those you specify within 30 feet of the weapon must make a Constitution saving throw. On a failed save, a creature takes 4d10 radiant damage and is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn't blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the condition on itself on a success.
Upcast. You can upcast this spell by expending extra magic points when you cast it. For every 2 extra points, add 1d10 to the damage dealt when the spell ends. For every 4 extra points, increase the bonus dice by 1d10.
5th-level evocation | |
Casting time: | 1 action |
Range: | Touch |
Components: | V, S |
Duration: | Concentration, up to 1 hour |
You imbue a weapon you touch with glowing, otherworldly power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. Add 2d10 bonus dice to every damage roll made with the weapon. If the weapon isn't already a magic weapon, it becomes one for the duration.
When your concentration on this spell ends, the weapon emits a burst of overwhelming light. Each creature other than those you specify within 30 feet of the weapon must make a Constitution saving throw. On a failed save, a creature takes 4d10 radiant damage and is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn't blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the condition on itself on a success.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, for every slot level above 5th add 1d10 to the damage dealt when the spell ends, and for every three slots above 5th increase the bonus dice by 1d10.
The material on this page is based primarily on content found in Twilight Princess, which is copyright Nintendo Co., Ltd.