Difference between revisions of "Voltaic Induction"

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{{Template:Spell
{{Template:Spell
|name = Voltaic Induction
|name = Voltaic Induction
|school = {{SpellSchool|Conjuration}}
|school = {{SpellSchool|Conjuration|Electricity}}
|level = {{SpellLevel|Alc|3}}
|level = {{SpellLevel|Alc|3}}
|cost = {{SpellCost|S|15}}
|cost = {{SpellCost|S|15}}
|components = {{SpellComponent||M|S|V}}
|components = {{SpellComponent||M|S|V}}
|metamagic =  
|metamagic = {{SpellMeta|Accelerate|Embolden|Empower|Eschew|Heighten|Intensify|Maximize|Quicken}}
|range = {{SpellRange|Thrown}}
|range = {{SpellRange|Thrown}}
|target = {{SpellTarget|Foe|Directional}}
|target = {{SpellTarget|Foe|Directional}}
Line 11: Line 11:
|save = Reflex save for half damage
|save = Reflex save for half damage
|sr =  
|sr =  
|cooldown = {{SpellCooldown|Second|2}}
|cooldown = {{SpellCooldown|Second|3}}
|description = Shatter a small bottle of volatile mixtures on the first target hit, causing lightning to arc between them. This has an initial jolt of 4 to 9 Electric damage per caster level, max caster level 15, to all targets hit, and then periodically shocks affected enemies for 4 to 6 Electric damage every 2 seconds for 16 seconds. This damage over time does not stack.
|description = Shatter a small bottle of volatile mixtures on the first target hit, causing lightning to arc between them. This has an initial jolt of 4 to 9 Electric damage per caster level, max caster level 15, to all targets hit, and then periodically shocks affected enemies for 4 to 6 Electric damage every 2 seconds for 16 seconds. This damage over time does not stack.
|notes =  
|notes =  
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|dice = Deals {{Dice||1|6||3}} Electric damage, and an additional {{dice||1|3||3}} damage per caster level over time, max {{Dice||15|6||45}} and {{Dice||15|3||45}}. A successful Reflex save reduces the damage by half.
|dice = Deals {{Dice||1|6||3}} Electric damage, and an additional {{dice||1|3||3}} damage per caster level over time, max {{Dice||15|6||45}} and {{Dice||15|3||45}}. A successful Reflex save reduces the damage by half.
|forms =  
|forms =  
|primer = Ceruleite
|primer = Crimsonite
}}
}}

Latest revision as of 01:35, 13 February 2020


Spell Voltaic Induction Icon.png

Voltaic Induction
Conjuration (Electricity)
Level: Alchemist 3
Cost (Spell Points): 15
Components: Material, Somatic, Verbal
Metamagic: Accelerate, Embolden, Empower, Eschew Materials, Heighten, Intensify, Maximize, Quicken
Range: Thrown
Target: Foe, Directional
Primer Element: Crimsonite
Duration: 16 Seconds
Cooldown (Seconds):  3
Save: Reflex save for half damage
School: Conjuration (Electricity)
Spell Resistance: No

D&D Dice: Deals 1d6+3 Electric damage, and an additional 1d3+3 damage per caster level over time, max 15d6+45 and 15d3+45. A successful Reflex save reduces the damage by half.
    

Description: Shatter a small bottle of volatile mixtures on the first target hit, causing lightning to arc between them. This has an initial jolt of 4 to 9 Electric damage per caster level, max caster level 15, to all targets hit, and then periodically shocks affected enemies for 4 to 6 Electric damage every 2 seconds for 16 seconds. This damage over time does not stack.