Bolt of Indra (3.5e Spell)

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Author: Sulacu (talk)
Date Created: November 5, 2013
Status: Complete
Editing: Clarity edits only please
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Bolt of Indra
Evocation [Electricity]
Level: Sorcerer/Wizard 6
Components: V, S
Casting time: 1 standard action
Range: Medium (100 ft. plus 10 ft./level)
Area: Line along the spell's range that may arc to nearby targets, plus 30-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex half and Fortitude negates (see text)
Spell Resistance: Yes

Bearing the name of the God of rain and thunderstorms, this bolt of intense black lightning strikes with untold quickness and savagery, arcing in ways that lightning shouldn't, and robbing its victims of control over their very bodies.

You release a thunderous stroke of black electricity that deals 1d6 points of electricity damage per caster level to each creature within its area (Reflex half; creatures and objects of metal or creatures wearing armor predominantly made of metal take a -5 penalty to the save DC). The electricity branches off to the closest nearby creature or conducive object within 10 feet of any creature or object caught within the line (20 feet if the nearby creature or object is predominantly made of, or clad in, metal). If the bolt impacts a solid creature, object, wall, barrier, or other obstacle of Huge size or larger, its energy diffuses into a 30-foot-radius burst, subjecting everything within its area to the effect of the spell. The caster may choose to suppress the burst, and keep the line from arcing if desired.

If the bolt hits a surface of water or other conducive liquid, every creature and object making contact with the water within 60 feet of the point of impact 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 spell's damage dice increase from d6 to d10.

Living creatures with discernible anatomy that take damage from this spell are shocked for 1d6 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.

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

Article BalanceHigh +
AuthorSulacu +
ComponentV + and S +
DescriptorElectricity +
Identifier3.5e Spell +
LevelSorcerer/Wizard 6 +
RangeOther +
Rated ByLuigifan18 + and Eiji-kun +
RatingRating Pending +
SchoolEvocation +
SummaryConjures an intense bolt of black lightning that staggers and cripples its targets, arcing to nearby creatures. +
TitleBolt of Indra +