Ice Knife: Difference between revisions

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(Created page with "{{Infobox Spell2E | Name = Ice Knife | DnDClass = Wizard | Level = 2 | LevelName = 2nd Level Spell | School = Evocation | Range = Special | Save = Neg. | Duration = Instantaneous | Components = V, S, M | AoE = Special | CastingTime = 1 round | SubField = | SourceShort = TSR2115 | SourceLong = TSR2115 - PHBR4 - The Complete Wizard's Handbook, Page 98 | Vault = Yes | Spell2E...")
 
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| SubField      =   
| SubField      =   
| SourceShort  = TSR2115
| SourceShort  = TSR2115
| SourceLong    = [[TSR2115 - PHBR4 - The Complete Wizard's Handbook]], Page 98
| SourceLong    = [[PHBR4 - The Complete Wizard's Handbook (TSR2115)]], Page 98
| Vault        = Yes
| Vault        = Yes
| Spell2E      = Yes
| Spell2E      = Yes

Latest revision as of 10:24, 30 June 2024

Ice Knife
2nd Level Spell, Evocation
 Range: Special
 Duration: Instantaneous
 Area of Effect: Special
 Components: V, S, M
 Casting Time: 1 round
 Saving Throw: Neg.
Description: This spell fires a dagger of ice at the target. The caster makes a normal attack roll as if attacking with a missile weapon, factoring in the range from the attacker to the target (the ice knife has a long range of 30 yards, a medium range of 20 yards, and a short range of 10 yards). A successful hit causes 2-8 (2d4) hit points of damage. If the ice knife misses its target, consult the rules for grenade-like missiles on pages 62-63 of the Dungeon Master's Guide to determine where it lands.

When an ice knife strikes a solid object or a creature, the knife shatters, releasing a wave of numbing cold. All creatures within a 5-foot radius must make a successful saving throw vs. paralyzation or suffer 1-4 hit points of cold damage and become numb for 1-3 rounds. Numbed creatures have their movement rates reduced by half and their chance to hit reduced by 2. Proximity to major sources of heat, such as a roaring bonfire, improves a creature's saving throw by +2.

An ice knife that misses or is lost cannot be picked up by the caster (or anyone else) and thrown again. If the ice knife is touched, it instantly shatters, releasing a wave of cold as described above. If a lost ice knife is not touched, it melts away in a pool of water 1 round after it was originally created; this melting occurs regardless of the environmental temperature.

The material components for this spell are a drop of water from melted snow and a tiny silver dagger.

Source: PHBR4 - The Complete Wizard's Handbook (TSR2115), Page 98
 Ice Knife
 2nd Level Spell
 Evocation
 Special
 Instantaneous
 Special
 V, S, M
 1 round
 Neg.
 This spell fires a dagger of ice at the target. The caster makes a normal attack roll as if attacking with a missile weapon, factoring in the range from the attacker to the target (the ice knife has a long range of 30 yards, a medium range of 20 yards, and a short range of 10 yards). A successful hit causes 2-8 (2d4) hit points of damage. If the ice knife misses its target, consult the rules for grenade-like missiles on pages 62-63 of the Dungeon Master's Guide to determine where it lands.

When an ice knife strikes a solid object or a creature, the knife shatters, releasing a wave of numbing cold. All creatures within a 5-foot radius must make a successful saving throw vs. paralyzation or suffer 1-4 hit points of cold damage and become numb for 1-3 rounds. Numbed creatures have their movement rates reduced by half and their chance to hit reduced by 2. Proximity to major sources of heat, such as a roaring bonfire, improves a creature's saving throw by +2.

An ice knife that misses or is lost cannot be picked up by the caster (or anyone else) and thrown again. If the ice knife is touched, it instantly shatters, releasing a wave of cold as described above. If a lost ice knife is not touched, it melts away in a pool of water 1 round after it was originally created; this melting occurs regardless of the environmental temperature.

The material components for this spell are a drop of water from melted snow and a tiny silver dagger.Property "Has description" (as page type) with input value "This spell fires a dagger of ice at the target. The caster makes a normal attack roll as if attacking with a missile weapon, factoring in the range from the attacker to the target (the ice knife has a long range of 30 yards, a medium range of 20 yards, and a short range of 10 yards). A successful hit causes 2-8 (2d4) hit points of damage. If the ice knife misses its target, consult the rules for grenade-like missiles on pages 62-63 of the Dungeon Master's Guide to determine where it lands.</br></br>When an ice knife strikes a solid object or a creature, the knife shatters, releasing a wave of numbing cold. All creatures within a 5-foot radius must make a successful saving throw vs. paralyzation or suffer 1-4 hit points of cold damage and become numb for 1-3 rounds. Numbed creatures have their movement rates reduced by half and their chance to hit reduced by 2. Proximity to major sources of heat, such as a roaring bonfire, improves a creature's saving throw by +2.</br></br>An ice knife that misses or is lost cannot be picked up by the caster (or anyone else) and thrown again. If the ice knife is touched, it instantly shatters, releasing a wave of cold as described above. If a lost ice knife is not touched, it melts away in a pool of water 1 round after it was originally created; this melting occurs regardless of the environmental temperature.</br></br>The material components for this spell are a drop of water from melted snow and a tiny silver dagger." contains invalid characters or is incomplete and therefore can cause unexpected results during a query or annotation process.

 TSR2115
 Wizard
 2
 
 [[Has sphere:{{{Sphere}}}]]
 I
 Yes
 true