Ionic Generator (3.5e Spell)
| |||||||||
| |||||||||
Rate this article Discuss this article |
Transmutation [Electricity] | |
Level: | Artificer 3, Sorcerer/Wizard 3, Warmage 3 |
---|---|
Components: | V, M |
Casting time: | 1 Minute |
Range: | Contact |
Target: | 1 touched creature |
Duration: | 24 hours |
Saving Throw: | No |
Spell Resistance: | None |
You touch a target and the topaz fragments begin to penetrate the target's skin. For each cumulative hour that the target spends significant movement during the spell's duration (i.e. walking, exercising, fighting), it gains an ionic charge and can store an equal number of ionic charges at his level. Whenever the target attacks with a melee weapon, it can use an ionic charge to inflict 2d6 additional damage of electricity on the target. The creature can keep a single ionic charge for a day after the spell period ends, but it can only be used to deal 1d6 additional electricity damage.
Material Component: a topaz or shards of topaz of 50 gp or more.
Back to Main Page → 3.5e Homebrew → Class Ability Components → Spells → Sorcerer/Wizard
Back to Main Page → 3.5e Homebrew → Class Ability Components → Spells → Warmage
Article Balance | Moderate + |
Author | Neostar + |
Component | V + and M + |
Descriptor | Electricity + |
Identifier | 3.5e Spell + |
Level | Artificer 3 +, Sorcerer/Wizard 3 + and Warmage 3 + |
Range | Other + |
Rating | Undiscussed + |
School | Transmutation + |
Summary | Turn your body into an electric battery. + |
Title | Ionic Generator + |