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4tg-level necromancy

Casting Time: 1 action Range: 120 feet Components: V, S, M (a metal rod and a piece of fur) Duration: Concentration, 1 Minute

You form a sphere of electrical energy at a point within range. The energy arcs towards each creature within 20 feet of the sphere, shocking their nervous system.

Each creature within range must make a Constitution Saving Throw. If the creature has Resistance or Vunerability to Lightning Damage, it has advantage or disadvantage on the saving throw respectively. If it is Immune to Lightning Damage it automatically succeeds.

On a Failed Saving Throw, the target's body locks up as the electrical energy overtakes their nervous system. They take 3d6 Lightning Damage and are Paralysed until the spell ends. At the end of their turn, they can repeat their Saving Throw to end this effect. On a Success Save, they take half damage and are not Paralysed.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, increase the damage dealt by 2d6 for each level beyond 4th. When using a spell slot of 6th level or higher, ignore the advantage a target would gain if they have resistance to Lightning Damage.

  • homebrew/spell/plasma_arc.1687339701.txt.gz
  • Last modified: 12 months ago
  • by Luke