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EMP Burst


Level: Sor/Wiz 3

Components: V, S, M

Casting Time: 1 action

Range: Long (400 ft. + 40ft./level)

Area: 20-ft.-radius spread

Duration: Instantaneous

Saving Throw: None (special)

Spell Resistance: No

This spell uses magic to create a very intense electromagnetic pulse that does 1d4 points of damage per caster level (maximum 10d4) to all electronic devices within the area, including soulmechs, robots, and creatures with neural sockets. The EMP burst is non-magical, and so spell resistance does not apply. The damage ignores item hardness and any other defenses not specifically intended to ward of EMP bursts (note that energy protection spells, such as Endure Elements, can choose EMP as an energy type and are effective against all EMP burst effects). EMP protection upgrades, both mechanical and magical, are available for most equipment, soulmechs, robots, and creatures with neural sockets, as well as EMP shielded carrying cases and backpacks. Creatures with neural sockets are particularly susceptible to EMP bursts, and must make a fortitude save (DC equal to the damage taken) or be stunned for 1 round per 5 points of damage taken. Note that EMP damage in no way affects the structural integrity of an item, it only fries the sensitive electronic circuits. For example, electronic handcuffs that are destroyed by an EMP burst do not necessarily open, and are just as hard to break out of (unless the electronics was enhancing them of course).

Material Component: An empty power cell.

Spell Created by David Taub