Created page with "{{spell |icon=Is_chainlightning.png |image= |level_sorwiz=6 |level_additional=Air domain 6 |level_innate=6 |school=Evocation |descriptor=Electricity |componen..."
 
RedLancer (talk | contribs)
No edit summary
 
(5 intermediate revisions by 3 users not shown)
Line 1: Line 1:
{{spell
{{spell
|icon=Is_chainlightning.png
|icon=
|image=
|image=
|level_sorwiz=6
|level_sorwiz=6
|level_additional=[[Air (domain)|Air]] domain 6
|level_innate=6
|level_innate=6
|school=Evocation
|school=Evocation
|descriptor=Electricity
|descriptor=Acid
|components=VS
|components=VS
|range=Long
|range=Touch
|area=Colossal, 1 target / level
|area=Single
|duration_type=instant
|duration_type=instant
|save=[[Reflex]] 1/2
|save=[[Reflex]] 1/2
|save_type=R
|save_type=R
|spell_resistance=Yes
|spell_resistance=No
|hostile=Yes
|hostile=Yes
|empower=Yes
|empower=Yes
Line 25: Line 24:


== Description ==
== Description ==
A bolt of electricity arcs through the caster's enemies for 1d6 points of electrical damage per caster level (up to a maximum of 24d6 points of damage) to the initial target. For each additional target the damage decreases by 2d6, down to a minimum of half max damage. It can affect a maximum of number of creatures equal to the casters level.
Your hand drips with a horrific acidic substance. If you make a successful melee touch attack, the target takes 12D6 points of acid damage, then 4d6 acid damage per round for 3 rounds. The subject also suffers –2 to AC as the acid corrodes everything it touches. The AC penalty and damage per round last 1 round/CL and are cumulative. A successful Reflex save halves the damage and AC penalty.
 
The reflex save against damage is electricity based.
 
 
 
== Gameplay Notes ==
 
This spell will damage doors and placables which do not count against the limit of targets, so it will likely destroy a lot of loot in a room full of chests!
 
This is, however, an excellent damage spell which doesn't affect allies. Its selective targeting, despite the reflex save it is still pretty powerful. It can also be empowered to a level 9 spell for extra power.
 
The main use is its large area of effect, hopefully enough to disrupt casters and destroy many low level enemies. It is incredibly useful against electrically-weak enemies of course.
 
Do not think it is just a AOE spell however. Its full caster level x [[d6]] damage for the primary target can make many creatures weep from a single shot alone - it is less damage then [[Disintegrate]] (Level 6 too, 2d6 damage a level or fortitude for 5d6 instead), however. Its strength lies in having a good primary target, and several secondary targets to get more damage against. Disregarding saves, the greater 2d6 damage from disintegrate is made up by hitting 3 targets with Chain Lightning.
 
Pure damage is rarely the key however. You will never instantly knock out well prepared enemies of equal challenge to you with this spell alone.
 
Since it is a high level spell, generally you might find people with [[Evasion]] and [[Improved Evasion]] to easily dodge the damage done by this spell. It is much more useful on low [[reflex]]-save based creatures.

Latest revision as of 00:33, 14 March 2026

Corrosive Grasp
Spell Information
Spell level : Innate level: 6, Sorcerer/Wizard: 6
School : Evocation
Descriptor(s) : Acid
Components : Verbal and Somatic
Range : Touch
Target/Area : Single
Duration : Instantaneous
Save : Reflex 1/2
Spell resistance : No




Description

Your hand drips with a horrific acidic substance. If you make a successful melee touch attack, the target takes 12D6 points of acid damage, then 4d6 acid damage per round for 3 rounds. The subject also suffers –2 to AC as the acid corrodes everything it touches. The AC penalty and damage per round last 1 round/CL and are cumulative. A successful Reflex save halves the damage and AC penalty.