Open main menu

Dungeons and Dragons Wiki β

Changes

Indra's Arrow (3.5e Spell)

12 bytes removed, 14:17, 22 June 2017
m
no edit summary
|subschool=
|desc=Electricity
|lvl=Cleric 8, Ranger 4, Sorcerer/Wizard 8, Cleric 8
|comp=V, S, F
|casttime=1 [[SRD:Standard Actions|standard action]]
}}
As part of the casting of this spell, you draw back a projectile in attack and make an attack roll against a target within the first range increment of your bow. For the sake of firing ''Indra's arrow'', that range increment is doubled. The arrowhead is charged with haphazard black lightning of intense power and wrathful intent. Upon releasing the arrow, you deal 1d6 points of additional [[SRD:Electricity Effect|electricity]] damage per [[SRD:Caster Level|caster level]] to the target struck, with no chance for a saving throw. The arrow so imbued has a 7080% chance to pierce through effects such as a ''[[SRD:Wind Wall|wind wall]]'' and other spells that deflect ranged attacks, and characters capable of [[SRD:Deflect Arrows|deflecting arrows]] must make a [[SRD:Reflex|Reflex]] save at a -4 penalty to be allowed to deflect or catch this shot.
Additionally, ''Indra's arrow'' releases a massive shockwave of black electricity, dealing 1d6 points of [[SRD:Electricity Effect|electricity]] damage per [[SRD:Caster Level|caster level]] to any creature and object within a 30-foot-radius centered on the initial target ([[SRD:Reflex|Reflex]] half, including the target itself; creatures and objects of metal or creatures wearing armor predominantly made of metal take a -5 penalty to the save DC). If the target was hit directly by the arrow, he is denied any evasion or improved evasion when attempting this saving throw.
If the arrow hits a surface of water or other conducive liquid, every creature and object making contact with the water within 60 feet of the initial target will be made subject to the effects of the spell. In conditions of rain, heavy weather, and against targets partially or completely submerged in water, the damage dice of the area of effect increase from d6 to d10.
Living creatures with discernible anatomy that take damage from this spell are ''shocked'' for 2d4 [[SRD:Round|rounds]]. In this shocked condition, they take 3d8 points of additional [[SRD:Electricity Effect|electricity]] damage at the start of each turn, and must each turn make a [[SRD:Fortitude|Fortitude]] save or be effectively [[Stifle (3.5e Spell)|stifled]] until their next turn, as per the spell. Whenever an attack roll is made against a shocked creature, it must also make a [[SRD:Fortitude|Fortitude]] save or count as and [[SRD:Flat-Footed|flat-footed]] for the duration of that attackuntil their next turn. A creature that is immune to [[SRD:Electricity Effect|electricity]] or to [[SRD:Critical Hit|critical hits]] , or resistant enough to reduce the shocked damage to 0, is generally unaffected by this condition. A casting of ''[[SRD:Restoration|restoration]]'' or a successful [[SRD:Dispel Magic|dispelling]] gets rid of this condition.
''Focus:'' A bow and arrow.</onlyinclude>