Electric Orb
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.