Xeal's Voltaic Ward

Source: Elaris — Spells of Legend
A protective field of cracking energy surround you. While the ward is active, you gain resistance to lightning damage, and the first time a creature hits you with an attack each turn, they must make a Constitution saving throw, taking 3d8 lightning damage on a failure, or half as much on a success. A creature grappling or grappled by you takes this damage at the start of each of their turns, making their saving throw as normal.   As an action, you can discharge this ward, sending out a burst of electricity. Each creature of your choice within 20 feet of you must make a Dexterity saving throw, taking 5d8 lightning damage on a failure, or half as much on a success. The spell then ends.   At Higher Levels. When you cast this spell using a higher level spell slot, increase the damage by 1d8 for each spell level above its base level.

This is a rare option

This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.

This is a stub

This article will be expanded upon in the future

This is a
Good Article
Table of Contents

 
Spell Descriptors
Electricity
2nd Edition
Level
ANSWER
School
ANSWER
Range
ANSWER
Save
ANSWER
Duration
ANSWER
Components
ANSWER
AoE
ANSWER
Casting Time
ANSWER

 
3.5th Edition
Level
ANSWER
Components
ANSWER
Casting Time
ANSWER
Range
ANSWER
Effect
ANSWER
Duration
ANSWER
Saving Throw
ANSWER
Spell Resistance
ANSWER

 
4th Edition

 
5th Edition
Level
Wizard 4
Casting Time
1 Action
Range
Self
Components
V, S
Duration
Concentration; Up to 1 Minute

 
Pathfinder 2e
Tags
ANSWER
Traditions
ANSWER
Cast
Range
ANSWER
Defense
ANSWER

 

Comments

Please Login in order to comment!