Difference between revisions of "Shocking Grasp (spell)"

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[[File:Shocking Grasp (spell).jpg|right|525px|thumb]]
 
[[File:Shocking Grasp (spell).jpg|right|525px|thumb]]
'''Shocking grasp''' creates a powerful, magical [[Electro-based Attacks|electric]] charge that the caster stores in his or her body. The charge need not be [[Spellcasting|concentrated upon]]; but if the caster lays hands upon something other than a target, then the magic will dissipate into the object harmlessly.
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'''Shocking grasp''' is a spell that generates a potent, magical [[Electrical-based Attacks|electric]] charge, which is held within the caster's body until discharged. The energy does not require [[Spellcasting|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.
  
 
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{{Spelltable
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| level = [[Mage 1st Level Spells|mage (1st)]]
 
| level = [[Mage 1st Level Spells|mage (1st)]]
 
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Otherwise, the spell discharges as a [[Damage (hit points)|damage]]-dealing shock against any creature the caster successfully touches. To deliver this in combat, the caster must [[Roll to Hit|make a hit roll]]. The target's [[Armour List|armour]] offers no protection; the caster need only '''hit [[Armour Class|armour class]] 10''' for the charge to take effect. Upon a successful hit, the target suffers 1d8 +1 [[Hit Points|hit point]] per [[Experience Level|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.
  
Otherwise, the spell is able to deliver a [[Damage (hit points)|damage]]-dealing shock against any creature that's physically touched.  To accomplish this during combat, the caster must attempt [[Roll to Hit|to hit]].  The enemy's [[Armour List|armour]] is ignored; the caster needs '''to hit [[Armour Class|armour class]] 10''' to succeed — whereupon 1d8 +1 [[Hit Points|hit point]] per [[Experience Level|level]] of the caster is caused in damage.  For example, if Michael the 5th level mage successfully makes a hit, the damage would be 6-13 (1d8+5).
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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 grasp can be attempted several times, but once it does damage, the dweomer is dispelled.
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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 [[Roll to Hit|hit]] as normal. An object so struck must make a [[Saving Throws for Items|saving throw]] against electrical attacks or suffer the appropriate consequences of the discharge.
  
The spell can be employed against an object which, if touched, must make a [[Saving Throws for Items|saving throw]] against electrical attacks.  A roll to hit must be made if the object is in the possession of another; otherwise, a roll isn't necessary.
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[[Category: Magical Spells]][[Category: Reviewed]]
 
 
[[Category: Magical Spells]]
 

Revision as of 20:42, 13 April 2026

Shocking Grasp (spell).jpg

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.

Shocking Grasp
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.