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Shocking Grasp (enhancement)/sandbox
Shocking Grasp: Spell Like Ability: Shocking Grasp (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements |
Shocking Grasp | |
SLA Enhancement | |
PrerequisitePermanent conditions that must be met before an ability can be acquired. For instance, the Dodge feat lists Dexterity 13+. Temporary conditions are listed under Conditions.: |
Sorcerer level 1, 1 AP in tree, Perform: |
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Enhancement TreeWhen the ability is primarily granted through an enhancement, the tree is indicated here, as in Sacred Defender, Drow.: |
Air Savant |
APThe number of Action Points (AP) needed to acquire each rank of the enhancement, usually 1 or 2. /RanksThe number of ranks of an enhancement that can be acquired,usually 1 to 3.: |
1 AP / 3 ranks |
CostThe cost to invoke an active or toggled ability, such as 12 Spell Points, 10 Ki, or None. Not to be confused with the cost to acquire an ability in the first place, which might be measured in Action Points.: |
4/3/2 Spell Points |
MetamagicThe effects of spells and SLAs can often be enhanced using metamagic, a type of toggled feat, for example,{{Maximize}} and {{Heighten}} .:
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SomaticSomatic: A somatic component is a measured and precise movement of the hand. You cannot cast spells that require this component if you cannot move causing arcane spell failure resulting in a ruined spell. Spells without a somatic component may be used with disregard to Arcane Spell Failure chance. Note - that characters make the same arm gestures for most spells in DDO, so you can't tell which spells require this component by watching your character's animations., VerbalVerbal: A verbal component is a spoken incantation. You cannot cast spells that require this component if you cannot act or speak. Certain rare spells, such as Silence Creature, may temporarily disable spells that require verbal components. |
TargetEvery ability has one or more targets, defined as Self, Friend, or Foe. The field may also contain additional information, such as Undead Foe or Breakables. The field is sometimes hidden, e.g., for a passive feat whose target is Self, such as Toughness.: |
Foe |
RangeThe distance at which an active ability can be activated, such as Melee for Cleave, or Double for Nimbus of Light. Typical values are Personal, Melee, Ranged, Touch, Standard (spell), or Double (ray), although any value can be specified. Not to be confused with area.: |
Touch |
Saving ThrowThe type of saving throw, if any, that can be used to avert a spell or effect. Common values include Will, Fortitude, Reflex for half, or None.: |
None |
Spell ResistanceWhether spell resistance can avert the spell or SLA, Yes or No.: |
No |
CooldownHow long a character must wait between activations of an ability, typically measured in seconds.: |
12/8/4 seconds |
DamageThe amount and type of damage inflicted.: |
1d6+1 electricity damage per caster level, max 5d6+5 |
GrantsIf the ability imparts some other ability (other than proficiency), that is indicated here. For example, the Barbarian's Die Hard enhancement provides the Diehard feat.: |
Shocking Grasp as SLA |
Description
Spell Like Ability: Shocking Grasp (Activation Cost: 4/3/2 Spell Points. Cooldown: 12/8/4 seconds.)