Courses / AR / Convulse
Convulse
Prerequisites:
Level:
4
Study DC:
12
Code:
AR 456
Convulse Spell
Time:
Action
Range:
300 ft.
Target:
1 target
Cost:
Defense:
Health save reduces
This curse causes electricity to surge through the target, causing them to convulse violently.
This curse deals 1d8 lightning damage to the target.
Intensify: +1d8 lightning damage per boost from Intensify.
Then the target gets a health save.
If the target is weak to lightning damage, it gets disadvantage on this save.
If the target resists lightning damage, it gets advantage on this save.
If the target is immune to or absorbs lightning damage, it automatically passes this save.
Fail:
The target falls prone and is immobilized and disabled and automatically fails health (reflex) saves until the end of its next turn.
Pass:
The target falls prone.
Suggested Backfire: You cast Convulse on yourself instead of your intended target.
This curse deals 1d8 lightning damage to the target.
Intensify: +1d8 lightning damage per boost from Intensify.
Then the target gets a health save.
If the target is weak to lightning damage, it gets disadvantage on this save.
If the target resists lightning damage, it gets advantage on this save.
If the target is immune to or absorbs lightning damage, it automatically passes this save.
Fail:
The target falls prone and is immobilized and disabled and automatically fails health (reflex) saves until the end of its next turn.
Pass:
The target falls prone.
Suggested Backfire: You cast Convulse on yourself instead of your intended target.
Name | Effort | Requires | Description |
---|---|---|---|
Unlock | 10 | You can cast Convulse 1d8 lightning damage DC 7 health save Prones, immobilizes, and disables target Target automatically fails health (reflex) saves |
|
DC +2 | 5 | Unlock | DC 9 |
DC +4 | 5 | DC +2 | DC 11 |
DC +6 | 5 | DC +4 | DC 13 |
DC +8 | 5 | DC +6 | DC 15 |
DC +9 | 5 | DC +8 | DC 16 |
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