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 [[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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{{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; 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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+ | 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]] |
Latest revision as of 01:50, 16 April 2022
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; the caster needs to 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.