Electric Loop/sandbox

{{Infobox-ability/sandbox


 * name           =
 * icon           = ElectricLoop.png
 * image          =
 * float          =
 * ability type   = Spell/SLA


 * school         = Evocation
 * descriptor1    = Electricity
 * descriptor2    =
 * descriptor3    =
 * descriptor4    =


 * passive        =
 * active         = yes
 * toggled        =


 * artificer      =
 * bard           =
 * cleric         =
 * druid          =
 * favored soul   =
 * paladin        =
 * ranger         =
 * sor n wiz      = 2
 * warlock        =


 * prerequisite   =
 * granted by     = Air Savant Tier 4 (Sor); Half-Elf Tier 2: Lesser Dragonmark of Storm


 * heroic         =
 * epic           =
 * epic destiny   =
 * legendary      =


 * class feat     =
 * racial feat    =
 * enhancement    =


 * components     = {{V}}, {{S}}
 * metamagic      = {{Embolden}}, {{Empower}}, {{Enlarge}}, {{Heighten}}, {{Maximize}}, {{Quicken}}
 * cost           = 10 (spell); 12/8/6 (Air Savant); up to 6 charges per rest (Dragonmark)
 * target         = Foe, Directional, Breakable
 * range          = Standard
 * area           = Small AOE
 * duration       = 5d2+2 seconds for daze
 * save           = Reflex save takes half damage, Will save negates Dazed
 * dc             =
 * sr             = No
 * cooldown       = 2.5 seconds (Wiz); 1.75 seconds (Sor); 15/10/5 seconds (Air Savant); 3 seconds (Dragonmark)


 * melee          =
 * ranged         =
 * tactical       =


 * damage         = 1d3+3 electrical damage per two caster levels, max 5d3+15
 * debuff         = Daze
 * music          =
 * ki             =
 * turn undead    =
 * deity          =
 * dragonmark     =
 * spellcasting   =


 * health         =
 * ability        =
 * skill          =
 * save bonus     =
 * dodge          =
 * prr            =
 * mrr            =
 * movement       =


 * grants         =


 * description    =  An electrical discharge strikes a primary target for 1d3+3 electrical damage per two caster levels. Maximum damage 5d3+15 at caster level 10. It then may leap erratically about to other nearby targets hitting each of them with a similar shock.

A successful Reflex save reduces the damage by half. On a failed Reflex save, the target must make a successful Will save to avoid be Dazed for a short period of time or until taking damage.

Duration of the daze is 5d2+2 seconds (7 seconds to 12 seconds) or until the target is damaged.

Scrolls
}}
 * Morna Wyrmtouched  in The Marketplace Bazaar - 15pp
 * debug          =