Electric Orb

Tome and Blood: A Guidebook to Wizards and Sorcerers (TB)Updated Supplementals (3.0)

Electric Orb is a D&D 3.5 spell (Evocation) from TB. On class lists for Sorcerer (Level 4), Wizard (Level 4), Abjurer Variant (Level 4), and others. Range or area: Close (25 ft. + 5 ft./2 levels); Saving throw: Fortitude half (see text); Duration: Instantaneous; Casting time: 1 standard action.

School
Evocation
Casting Time
1 standard action
Components
V, S
Range
Close (25 ft. + 5 ft./2 levels)
Target
One or more creatures or objects within 30 ft. of each other
Effect
One orb of electricity
Duration
Instantaneous
Saving Throw
Fortitude half (see text)
Spell Resistance
Yes

As acid orb, except electric orb deals electricity damage.
A creature struck directly takes the orb’s damage, and the play of electricity leaves its metal accouterments magnetized for 1 round.
A creature wearing metal armor is effectively entangled and suffers a -2 penalty to attack rolls and a -4 penalty to effective Dexterity.
If the surfaces surrounding the creature are metallic, it cannot move.
Otherwise, it moves at half speed and can’t run or charge.
If the creature attempts to cast a spell, it must make a Concentration check (DC 15) or lose the spell.
A successful Fortitude save reduces damage by half and negates the magnetism.