Energy Vulnerability

Player's Handbook II (PH2)Updated Supplementals (3.5)

Energy Vulnerability is a D&D 3.5 spell (Abjuration) from PH2. On class lists for Cleric (Level 3), Sorcerer (Level 3), Wizard (Level 3), and others. Range or area: Medium (100 ft. + 10 ft./level); Saving throw: Will negates; Duration: 1 round/level; Casting time: 1 standard action.

School
Abjuration
Casting Time
1 standard action
Components
V, S, M, DF
Range
Medium (100 ft. + 10 ft./level)
Target
All creatures within 10 ft. of the target
Area
10 ft. radius burst
Duration
1 round/level
Saving Throw
Will negates
Spell Resistance
Yes

Silvery tendrils erupt from your outstretched arms and strike the creatures you choose.
A lingering silvery aura engulfs them thereafter.
Energy vulnerability can affect a number of creatures with total Hit Dice equal to twice your caster level or lower.
You select which creatures are affected.
When you cast this spell, specify an energy type (acid, cold, electricity, fire, or sonic).
The affected creatures gain vulnerability to that energy type (they take +50% damage from that energy, even on a successful save).
Arcane Material Component: A tiny wooden shield, which the caster snaps in half.