Defensive Shock (Spell)
- Level: Alchemist 4, Sorcerer/Wizard 4
- School: Abjuration
- Elemental School: metal 2
- Casting Time: Standard Action
- Components: V, S, M (A hollow metal sphere, worth 1 gp.)
- Range: Close (25 ft. + 5 ft./two lvls)
- Target or Area: one target creature, plus one per 15 caster levels (drop fractions; max 3 at level 30)
- Duration: Until the end of the current encounter (only castable during combat)
- Saving Throw: Fortitude partial
Save DC: 10 + caster stat modifier + spell level
- Spell Resistance: Yes
- You snarl sharp, crackling phrases, the words incandescent, as you roll a metal sphere vigorously between your hands. The ball is converted to lightning in your grasp, the raging bolts crawling and weaving over every inch of your form, and arcing to nearby foes you select, to-boot!
- You may choose targets in range as noted above. As long as you have line of sight and line of effect, a snapping bolt of lightning jumps from your form to theirs, dealing (Circle 3 damage): 1d6 points of damage per character level (max 10d6 at character level 10) of electricity (energy, common) damage and inflicting quelled upon them. A successful saving throw as noted above reduces the damage by half, but does not negate the quelled condition! Being struck drives your foes to their knees.
- Even after the discharge as noted above, electrical energy floods your body, shocking the next creature that touches you. The first creature which successfully strikes you with its body or a handheld weapon takes (Circle 4 damage): 1d6+1 points of damage per character level (max 12d6+12 at character level 12) and is knocked Prone). A successful save in this instance reduces the damage by half and reduces the Prone to Quelled. If the attacker has Spell Resistance, it may prevent this damage, but in that case, does not end the spell.
- Once the spell discharges in this way, or if dismissed by the caster, the spell ends.
- This spell lays an arcane or divine charge on its target(s), depending on the caster who is casting the spell. If the targets are something other than you or another creature (such as an object or area), the spell lays an arcane or divine charge on you, the caster. Divine casters lay a divine charge, and arcane casters lay an arcane charge. Targets which already have an arcane or divine charge present must choose which to keep if the new spell has the same charge type. Only one arcane charge and one divine charge can ever be present on a target at a time.