Shocking Grasp (spell)
Shocking grasp is a spell that generates a potent, magical electric charge, which is held within the caster's body until discharged. The energy does not require concentration to maintain; however, if the caster comes into contact with any object or creature other than an intended target, the charge immediately grounds itself and dissipates without effect.
| Range | self |
| Duration | until discharged; see text |
| Area of Effect | touched creature or object |
| Casting Time | 1 round |
| Saving Throw | none |
| Level | mage (1st) |
Otherwise, the spell discharges as a damage-dealing shock against any creature the caster successfully touches. To deliver this in combat, the caster must make a hit roll. The target's armour offers no protection; the caster need only hit armour class 10 for the charge to take effect. Upon a successful hit, the target suffers 1d8 +1 hit point per level of the caster in damage. Thus, a 5th level mage such as Michael would inflict 6–13 points (1d8+5) with a successful strike.
If an attack misses, the charge may be held and attempts made repeatedly, but once the spell successfully transmits its effect, the dweomer is immediately discharged and ends.
The spell may also be directed into an object. If the object is unattended, contact is sufficient and no hit roll is required; if it is held or worn, the caster must hit as normal. An object so struck must make a saving throw against electrical attacks or suffer the appropriate consequences of the discharge.
