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Tazer Beam (3.5e Spell)

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Author: Luigifan18 (talk)
Date Created: September 22, 2015
Status: May need some polishing
Editing: Clarity edits only please
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Tazer Beam
Evocation [Electricity]
Level: Assassin 2, Bard 3, Cleric 4, Paladette 1, Sorcerer/Wizard 4
Components: S, F/DF
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 round/2 levels
Saving Throw: Fortitude half
Spell Resistance: Yes

DON'T TAZE ME, BRO!!! AAAAOOOOOOWWWWWW!!!!! OWWWWWWW!!!!!!!

This spell fires a beam of low-voltage electricity (treated like a ray attack for rule purposes). Upon making contact with a creature, it causes the creature to immediately fall prone and become paralyzed for 1 round per 2 caster levels. The victim is allowed a Fortitude save to halve the duration of the paralysis. Unlike normal paralysis (including hold person), this spell immobilizes its victim by overloading their muscles, basically causing them to contract and relax at random regardless of what their brain tries to tell them to do. In essence, it induces an artificial seizure. (In game terms, treat it like the victim's Strength was reduced to 0 rather than their Dexterity; they become completely limp instead of completely rigid.)

Because a creature zapped with a tazer beam is involuntarily thrashing around, performing a coup de grace on them is difficult. A coup de grace attack automatically hits and threatens a critical, but does not automatically confirm a critical hit. Furthermore, the victim gets a +8 bonus to AC for avoiding critical hits from a coup de grace, and if no critical hit is scored, the victim does not have to make a Fortitude save against instant death. If a critical hit is scored, the victim gets a +10 bonus to their Fortitude save against coup-de-grace-induced instant death.

This spell interacts with electricity resistance, immunity, and absorption much like any other direct-action electricity effect — namely, they thwart it. However, electricity resistance is not completely foolproof. While this spell does not actually do damage, it is treated as though it did 4 electricity damage per caster level for the purpose of overcoming electricity resistance. If this effective electricity damage overcomes the target's electricity resistance, the spell takes effect on the victim as though they had no resistance at all. However, the spell has no electricity anti-resistance; it is completely useless on a creature with electricity immunity, and worse than useless on a creature with electricity absorption. When used on a creature with electricity absorption, the effective electricity damage is applied to their absorption, activating the absorption's effect (which generally means healing it). If the caster has electricity anti-resistance, their anti-resistance applies normally to overcoming resistance, immunity, or absorption. In any event, this spell does no damage; this effective damage only applies to determining whether or not this spell is thwarted by electricity resistance. Electricity hindrance offers a lesser sort of protection; it forces a percentile roll, similar to a miss chance, in which the spell has an X% chance of failing, where X is the value of the electricity hindrance. Electricity anti-resistance can lower the value of electricity hindrance as normal, if the caster has it.

This spell does not affect plants, oozes, or undead. (This applies irrespective of electricity resistance, immunity, or absorption, so a plant, ooze, or undead with electricity absorption cannot benefit from being zapped by tazer beam.) A construct hit by this spell gets no saving throw, but is affected in a completely different manner; namely, a construct has a 10% + 1% per caster level chance of being disabled (read: stunned for 1 round (unless they have electricity resistance or spell resistance to completely thwart it)), and is completely unaffected if the percentile roll fails. An elemental is completely unaffected by this spell if it succeeds on its saving throw, but is affected normally if it fails.

Focus: A hollowed-out metal tube that would be suitable for launching projectiles with the assistance of gunpowder.



Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsAssassin
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Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsSorcerer/Wizard

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