Difference between revisions of "Shocking Grasp (spell)"

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[[File:Shocking Grasp (spell).jpg|right|525px|thumb]]
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'''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
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| name = Shocking Grasp
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| range = self
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| duration = until discharged; see text
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| area of effect = touched creature or object
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| casting time = 1 [[Combat Round|round]]
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| save = none
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| level = [[Mage 1st Level Spells|mage (1st)]]
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}}
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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.
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[[Category: Magical Spells]]

Latest revision as of 01:50, 16 April 2022

Shocking Grasp (spell).jpg

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.

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 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.