Difference between revisions of "Ionic Drain of Motion (3.5e Spell)"
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When this spell is cast, you conjure a 2 feet wide yellow cracking ring made of high-voltage ionic particles which float in your back. Once per round, the first time you deal electricity damage with a spell, a spell-like ability, or a supernatural ability, all creature injured by these damage must success a [[Fortitude]] saving throw (DC = 10 + half the damage took) or suffer a temporary decrease of 2 points of [[Dexterity]] score, and you gain these points as temporary bonus to [[Dexterity]] Score (these bonus not stack with other bonus granted by spell like [[SRD:Cat's Grace|Cat's Grace]], but overlap). | When this spell is cast, you conjure a 2 feet wide yellow cracking ring made of high-voltage ionic particles which float in your back. Once per round, the first time you deal electricity damage with a spell, a spell-like ability, or a supernatural ability, all creature injured by these damage must success a [[Fortitude]] saving throw (DC = 10 + half the damage took) or suffer a temporary decrease of 2 points of [[Dexterity]] score, and you gain these points as temporary bonus to [[Dexterity]] Score (these bonus not stack with other bonus granted by spell like [[SRD:Cat's Grace|Cat's Grace]], but overlap). | ||
− | As long as you have a temporary bonus to [[Dexterity]] score granted by this spell, you can perform | + | As long as you have a temporary bonus to [[Dexterity]] score granted by this spell, you can perform an additional immediate action each round, and if you use this additional move, you lose 2 points from these temporary bonus points to [[Dexterity]] score (you can have only one additional immediate action by this spell each round). |
During your round (but not the first round after you have cast this spell), as a standard action you can end this spell by dispelling it in a loud and exploding shock of thunder. Then you lose all temporary bonus points to [[Dexterity]] score granted by this spell and you take 1d4 untyped points of damage per temporary bonus point of [[Dexterity]] loss by expelling this spell. All creatures in 30 feet around you are slowed (As per the [[SRD:Slow|Slow]] spell) for one round if they fail a [[Reflex]] saving throw. If this spell end by other way (by a dispel spell, a counterspell, or end of duration), it do nothing more. | During your round (but not the first round after you have cast this spell), as a standard action you can end this spell by dispelling it in a loud and exploding shock of thunder. Then you lose all temporary bonus points to [[Dexterity]] score granted by this spell and you take 1d4 untyped points of damage per temporary bonus point of [[Dexterity]] loss by expelling this spell. All creatures in 30 feet around you are slowed (As per the [[SRD:Slow|Slow]] spell) for one round if they fail a [[Reflex]] saving throw. If this spell end by other way (by a dispel spell, a counterspell, or end of duration), it do nothing more. |
Latest revision as of 21:59, 22 July 2021
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Transmutation [Electricity] | |
Level: | Sorcerer/Wizard 7 |
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Components: | V, S |
Casting time: | Standard Action |
Range: | Personal |
Target: | the caster of this spell |
Duration: | 1 round/level (D) |
Saving Throw: | Reflex (see text) |
Spell Resistance: | No |
When this spell is cast, you conjure a 2 feet wide yellow cracking ring made of high-voltage ionic particles which float in your back. Once per round, the first time you deal electricity damage with a spell, a spell-like ability, or a supernatural ability, all creature injured by these damage must success a Fortitude saving throw (DC = 10 + half the damage took) or suffer a temporary decrease of 2 points of Dexterity score, and you gain these points as temporary bonus to Dexterity Score (these bonus not stack with other bonus granted by spell like Cat's Grace, but overlap).
As long as you have a temporary bonus to Dexterity score granted by this spell, you can perform an additional immediate action each round, and if you use this additional move, you lose 2 points from these temporary bonus points to Dexterity score (you can have only one additional immediate action by this spell each round).
During your round (but not the first round after you have cast this spell), as a standard action you can end this spell by dispelling it in a loud and exploding shock of thunder. Then you lose all temporary bonus points to Dexterity score granted by this spell and you take 1d4 untyped points of damage per temporary bonus point of Dexterity loss by expelling this spell. All creatures in 30 feet around you are slowed (As per the Slow spell) for one round if they fail a Reflex saving throw. If this spell end by other way (by a dispel spell, a counterspell, or end of duration), it do nothing more.
At any moment during this spell is active, if you are in a situation that make you lose your Dexterity to AC or rending you helpless, this spell end automatically and you lose all benefit from this spell.
Ionize : If you possess the Ionize feat, you can gain 4 ionic charges instead of 2 temporary bonus points to Dexterity score. Also, if you have the Ionize - Charged feat, you can spend 10 ionic charges to cast this spell as a Move action instead of a standard action.
Back to Main Page → 3.5e Homebrew → Class Ability Components → Spells → Sorcerer/Wizard
Article Balance | High + |
Author | Neostar + |
Component | V + and S + |
Descriptor | Electricity + |
Identifier | 3.5e Spell + |
Level | Sorcerer/Wizard 7 + |
Range | Personal + |
Rating | Undiscussed + |
School | Transmutation + |
Summary | Create a synergy with electricity effect you have. + |
Title | Ionic Drain of Motion + |