Difference between revisions of "Shocking Grasp (spell)"
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| − | [[File:Shocking Grasp (spell).jpg|right| | + | [[File:Shocking Grasp (spell).jpg|right|490px|thumb]] |
| − | '''Shocking grasp''' | + | '''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. |
{{Spelltable | {{Spelltable | ||
| name = Shocking Grasp | | name = Shocking Grasp | ||
| range = self | | range = self | ||
| − | | duration = until discharged; see text | + | | duration = until [[Spellcasting|discharged]]; see text |
| area of effect = touched creature or object | | area of effect = touched creature or object | ||
| casting time = 1 [[Combat Round|round]] | | casting time = 1 [[Combat Round|round]] | ||
| Line 11: | Line 11: | ||
| level = [[Mage 1st Level Spells|mage (1st)]] | | level = [[Mage 1st Level Spells|mage (1st)]] | ||
}} | }} | ||
| + | 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. | |
| − | + | 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 | + | 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. |
| − | [[Category: Magical Spells]] | + | [[Category: Magical Spells]][[Category: Reviewed]] |
Latest revision as of 20:51, 13 April 2026
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.
