Level
4th
Casting Time
1 Action
Range/Area
60 ft. (60 ft. )
Components
V, S, M *
Duration
Concentration 1 Hour
School
Abjuration
Attack/Save
None
Damage/Effect
Combat (...)

Choose up to 5 creatures (equal to or less than caster's size) within range that you can see: you cast a spell that amplifies the electric field generated by the target creature's heart. An invisible and electrical barrier is created around the target, about 3 inches thick, which remains for the entire duration of the spell.

If the target is surrounded or in contact with a conductive environment (e.g.: if its feet are in a puddle or is underwater), each creature within 10 feet makes a Constitution saving throw: if failed, it takes 1d4 Lightning damages, otherwise half that damage.

The electric barrier is impenetrable and repels any weapon or armor made of metal (except magical ones, whose magic gives immunity to electricity); however, a weapon or armor made of insulating material can pass through the electric field, unless it has metal parts that come into contact with it. Weapons, armor pieces and objects made of metal already worn by the target before the spell was cast are not affected by repulsion force and are included inside the electric barrier.

If the metal object hitting the barrier is brandished or worn by a creature (unprotected by insulating material), it takes 2d8 Lightning damages and then makes a Constitution saving throw: if it fails, the part of the body in direct contact with that metal object at the moment of impact is electrocuted and it will be paralized during his next turn. Any creature that touch the electric barrier take the same amount of damages as well.

The barrier absorbs all Bludgeoning, Piercing and Slashing damages, BUT any metal object hitting it has different effects depending on its mass (MOBJ) and the mass of the creature* (MCRT):

  • MOBJ   <   20% MCRT → the object is rejected maintaining the same speed it had during the impact, following a random direction and tangent to the barrier
  • 20% MCRT   ≤   MOBJ   <   60% MCRT → the object and the target repel each other in opposite directions, both with the halved value of the speed that the object had during the impact
  • MOBJ   ≥   60% MCRT → the creature is thrown away maintaining the direction and speed the object had during the impact

*The creature is considered stationary. If the creature has a non-negligible speed than that of the blunt object, the DM will decide the dynamics of the impact

The spell ends if the target goes out of range, loses its heart (or it stops beating) or if it enters or is imprisoned in a closed insulated environment, separated from the material component of the spell. If the target has not a heart or a vital organ similar to a humanoid heart, the spell automatically fails for that target only.

* - (A piece of pure and highly conductive metal, worth at least 500 gp)

Spell Tags: Utility Combat

Available For: Druid (Legacy) Sorcerer (Legacy) Wizard (Legacy) Cleric (Legacy) - Knowledge Domain (Legacy) Cleric (Legacy) - Tempest Domain (Legacy) Cleric (Legacy) - War Domain (Legacy) Cleric (Legacy) - Arcana Domain Rogue (Legacy) - Arcane Trickster (Legacy) Artificer (Legacy) - Armorer (Legacy)

RufusNemboreal

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