Difference between revisions of "Shocking Grasp (spell)"
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+ | [[File:Shocking Grasp (spell).jpg|right|525px|thumb]] | ||
+ | '''Shocking grasp''' creates a powerful, magical [[Electrical 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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{{Spelltable | {{Spelltable | ||
| name = Shocking Grasp | | name = Shocking Grasp | ||
| range = self | | range = self | ||
| duration = until discharged; see text | | duration = until discharged; see text | ||
− | | area of effect = touched creature | + | | area of effect = touched creature or object |
| casting time = 1 [[Combat Round|round]] | | casting time = 1 [[Combat Round|round]] | ||
| save = none | | save = none | ||
| level = [[Mage 1st Level Spells|mage (1st)]] | | level = [[Mage 1st Level Spells|mage (1st)]] | ||
}} | }} | ||
+ | |||
+ | 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, for the caster need only '''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). | ||
+ | |||
+ | The grasp can be attempted several times, but once it does damage, the dweomer is dispelled. | ||
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+ | 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. | ||
+ | |||
+ | [[Category: Magical Spells]] |
Revision as of 23:47, 9 December 2021
Shocking grasp creates a powerful, magical electric charge that the caster stores in his or her body. The charge need not be concentrated upon; but if the caster lays hands upon something other than a target, then the magic will dissipate into the object harmlessly.
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 is able to deliver a damage-dealing shock against any creature that's physically touched. To accomplish this during combat, the caster must attempt to hit. The enemy's armour is ignored, for the caster need only hit armour class 10 to succeed — whereupon 1d8 +1 hit point per 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).
The grasp can be attempted several times, but once it does damage, the dweomer is dispelled.
The spell can be employed against an object which, if touched, must make a 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.