Arms of Hadar: Difference between revisions

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| summary = This spell allows the caster to summon dark tendrils and deal {{DamageType|Necrotic}} damage to enemies in an area centered on the caster, preventing them from taking {{Action|reaction}}s.
| summary = This spell allows the caster to summon dark tendrils and deal {{DamageType|Necrotic}} damage to enemies in an area centered on the caster, preventing them from taking {{Action|reaction}}s.
| description = Prevent targets from using reactions.  
| description = Prevent targets from using reactions.  
On Save: Targets still take half damage but are able to use {{Action|reaction}}s.
| cost = action, spell1
| cost = action, spell1
| attack roll =  
| attack roll =  
Line 18: Line 16:
| damage modifier =  
| damage modifier =  
| damage type = Necrotic
| damage type = Necrotic
| damage save = Strength
| damage save effect = half
| concentration =  
| concentration =  
| range = self
| range = self
| save = STR
| on save = Targets still take half damage but are able to use {{Action|reaction}}s.
| aoe = Radius
| aoe = Radius
| aoe m = 3
| aoe m = 3

Revision as of 19:42, 31 December 2023

Template:Up to date

Arms of Hadar.webp

Arms of Hadar is a level 1 conjuration spell. This spell allows the caster to summon dark tendrils and deal Damage TypesNecrotic damage to enemies in an area centered on the caster, preventing them from taking Reactions.

Description

Prevent targets from using reactions.

Properties

Cost
Action + Level 1 Spell Slot
Damage
D6 Necrotic.png 2d6 (2~12) Damage TypesNecrotic damage
Details
STR Save (On Save: Targets still take half damage but are able to use Reactions.)
 Range: Self
AoE: 3 m / 10 ft (Radius)

At higher levels

Upcast: Deals an additional 1d6Damage TypesNecrotic damage per level.

Condition: Arms of Hadar

Arms of Hadar Arms of Hadar

Duration: 1 turn

Strength saving throw

Can't take Reactions.

How to learn

Classes:

Feats:

Notes

The incantation for Arms of Hadar is Morē, the Latin command "die!"

Visuals

External Links