Elemental Grasp

Requirements- CL 6   Save- STR   You may touch a target to cause 1d6 +1d6 per 5 CL elemental (cold, fire, or shock) damage per round. This effect lasts one round for every 2 CL.   If Cold is chosen and the caster is below CL 6, they take a -2 penalty to Attack Rolls and Defense, and their movement speed is lowered to 15 ft. At CL 6 they lose one Action per round. At CL 12 they lose 2 Actions per round.   If Fire is chosen and the caster is below CL 6, the target must make a STR save each round (same as the spell itself) or take an additional 1 Fire damage each round. At CL 6, if they fail the same save each round, they take an additional 1d6 of damage. At CL 12, if they fail the save, the damage dice increase to d12s.   If Shock is chosen and the caster is below CL 6, the target loses one feat, ability, or spell. To determine which ability is lost assign each ability the target has with a number, and roll an appropriately sized dice to determine which is lost (or the GM can just choose arbitrarily). At CL 6 and above the target loses the ability to cast spells or use supernatural abilities for the spell’s duration. At CL 12 and above, the target is also treated as having the Exhausted Status Effects.

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