MythMage
2008-03-22, 09:13 AM
Produce Spark
Evocation [Electricity]
Level: Sor/Wiz 2
Components: S
Casting Time: 1 standard action
Range: 0 ft.
Effect: globe of electricity
Duration: 1 round/level (D) (see text)
Saving Throw: None
Spell Resistance: Yes
An erratic, shining ball of electricity appears in your hand.
The sphere casts light as a candle. You may use the ball to strike opponents with a touch attack, dealing electricity damage equal to 1d6 +1 per caster level (maximum +10). As a swift action, you can shorten the remaining duration by any number of rounds to a limit of 1 round remaining. For each round used up this way, increase the damage for the next time the spell hits by 1d6. This causes the globe to grow larger and brighter, casting light as a torch and dealing 1 point of damage to you for each die of damage beyond the first after 1 round and each round thereafter until you deal damage with the spell. The most damage the spell can deal is 1d6 per caster level (maximum 10d6) plus 1 per caster level (maximum +10).
For instance, a 7th-level wizard casts produce spark and in the same round uses a swift action to forfeit 3 rounds of the duration (initially 7 rounds are available). He then uses a move action to move close enough to strike an enemy. At the beginning of his next turn, there are 3 rounds of duration remaining, and he suffers 3 points of damage because it has been one round since he increased the damage. He attempts to deliver the touch attack, but misses. At the beginning of his third turn, there are 2 rounds of duration remaining, and he suffers 3 more points of damage. He attacks, successfully this time, dealing 4d6+7 damage. At the beginning of his next turn, there is 1 round remaining and he attacks and hits again, dealing 1d6+7 damage. At the beginning of his next turn, the spell ends.
Evocation [Electricity]
Level: Sor/Wiz 2
Components: S
Casting Time: 1 standard action
Range: 0 ft.
Effect: globe of electricity
Duration: 1 round/level (D) (see text)
Saving Throw: None
Spell Resistance: Yes
An erratic, shining ball of electricity appears in your hand.
The sphere casts light as a candle. You may use the ball to strike opponents with a touch attack, dealing electricity damage equal to 1d6 +1 per caster level (maximum +10). As a swift action, you can shorten the remaining duration by any number of rounds to a limit of 1 round remaining. For each round used up this way, increase the damage for the next time the spell hits by 1d6. This causes the globe to grow larger and brighter, casting light as a torch and dealing 1 point of damage to you for each die of damage beyond the first after 1 round and each round thereafter until you deal damage with the spell. The most damage the spell can deal is 1d6 per caster level (maximum 10d6) plus 1 per caster level (maximum +10).
For instance, a 7th-level wizard casts produce spark and in the same round uses a swift action to forfeit 3 rounds of the duration (initially 7 rounds are available). He then uses a move action to move close enough to strike an enemy. At the beginning of his next turn, there are 3 rounds of duration remaining, and he suffers 3 points of damage because it has been one round since he increased the damage. He attempts to deliver the touch attack, but misses. At the beginning of his third turn, there are 2 rounds of duration remaining, and he suffers 3 more points of damage. He attacks, successfully this time, dealing 4d6+7 damage. At the beginning of his next turn, there is 1 round remaining and he attacks and hits again, dealing 1d6+7 damage. At the beginning of his next turn, the spell ends.