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Indra's Arrow (3.5e Spell)

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Author: Sulacu (talk)
Date Created: April 7, 2015
Status: Pending
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Indra's Arrow
Evocation [Electricity]
Level: Cleric 8, Ranger 4, Sorcerer/Wizard 8
Components: V, S, F
Casting time: 1 standard action
Range: Touch
Target or Effect: One arrow imbued with black lightning
Duration: Instantaneous
Saving Throw: None and Reflex half, and Fortitude negates; see test
Spell Resistance: Yes

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 electricity damage per caster level to the target struck, with no chance for a saving throw. The arrow so imbued has a 80% chance to pierce through effects such as a wind wall and other spells that deflect ranged attacks, and characters capable of deflecting arrows must make a Reflex save to be allowed to deflect or catch this shot.

Additionally, Indra's arrow releases a massive shockwave of black electricity, dealing 1d6 points of electricity damage per caster level to any creature and object within a 30-foot-radius centered on the initial target (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 rounds. In this shocked condition, they take 3d8 points of additional electricity damage at the start of each turn, and must each turn make a Fortitude save or be effectively stifled and flat-footed until their next turn. A creature that is immune to electricity or to critical hits, or resistant enough to reduce the shocked damage to 0, is generally unaffected by this condition. A casting of restoration or a successful dispelling gets rid of this condition.

Focus: A bow and arrow.



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