Difference between revisions of "Electric Loop SLA"

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|activationcost=
|activationcost=
|cooldown=
|cooldown=
|benefitline={{EnhancementSLA|Electric Loop}}
|benefitline={{EnhancementSLA|Electric Loop|||||True|True}}
|benefitbottomline=
|benefitbottomline=
|rank1benefit=
|rank1benefit=
|rank1cooldown=18 Seconds
|rank1cooldown=15 Seconds
|rank1activationcost=12 Spell Points
|rank1activationcost=8 Spell Points
|rank2benefit=
|rank2benefit=
|rank2cooldown=12 Seconds
|rank2cooldown=10 Seconds
|rank2activationcost=8 Spell Points
|rank2activationcost=6 Spell Points
|rank3benefit=
|rank3benefit=
|rank3cooldown=6 Seconds
|rank3cooldown=5 Seconds
|rank3activationcost=6 Spell Points
|rank3activationcost=4 Spell Points
|tree1name=Air Savant
|tree1name=Air Savant
|tree1icon=Spell Electric Loop
|tree1icon=Spell Electric Loop

Latest revision as of 20:28, 10 February 2022

Spell Electric Loop Icon.png

Electric Loop

Ranks: 3
Points (per rank): 1
Benefits:

Spell Electric Loop Icon.pngSpell-Like Ability:
Electric Loop
Metamagic: Embolden, Empower, Enlarge, Heighten, Maximize, Quicken

An electrical discharge strikes a primary target for 1d3+3 per two caster levels electrical damage (max 5d3+15) then may leap erratically about to other nearby targets hitting each of them with a similar shock. A successful Reflex save reduces the damage by half. On a failed save, the target must make a successful Will save or be daze for a short period of time or until they take damage.
Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost.
Rank 1:
  • Activation Cost: 8 Spell Points
  • Cooldown: 15 Seconds
Rank 2:
  • Activation Cost: 6 Spell Points
  • Cooldown: 10 Seconds
Rank 3:
  • Activation Cost: 4 Spell Points
  • Cooldown: 5 Seconds
Requirements
Spell Electric Loop Icon.png

Air Savant - Electric Loop

  • 20 Points spent in Tree
  • Shocking Grasp
  • Sorcerer 4