Electroconvulsive (3.5e Feat)
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Electroconvulsive -- [Metamagic] The human fell to the ground writhing as the electric surge invaded his body.Prerequisites: Ability to cast spells with the electric descriptor, including a spell that deals electricity damageBenefit: An Electroconvulsive spell shocks a target with such electrical force that the target must make a fort save or fall to the ground suffering a massive seizure for 1d4 rounds.
While the target suffers a seizure, they are considered prone and helpless. However, delivering a coup de grace is difficult due to the thrashing; the attacker must make a regular attack and damage roll at -6 penalty to see if it is a coup de grace.
If they roll a natural 20, treat it as a usual coup de grace.
Targets having a seizure are immune to mind affecting spells for the duration. After the seizure the target is fatigued until it rests for 8 hours or has magic healing.
The seizure does not work on undead, elementals, plants, oozes,constructs or anything that lacks a nervous system.
An Electroconvulsive spell uses up a spell slot two levels higher than the spell's actual level. The spell used must deal electricity damage and have the electricity descriptor.
|Article Balance||High +|
|Identifier||3.5e Feat +|
|Prerequisite||Ability to cast spells with the electric descriptor + and including a spell that deals electricity damage +|
|Summary||Cause seizures in the target. +|