Stark Rost, look away!
Version 2 of this question.
I've omitted most of the redundant discussion from this iteration of the question and instead focused on what changes I made and why. For the information on my party, player, etc. please see version 1 of the question.
My goal is to create an electrical thematic equivalent to Fiery Body and Corrosive Body. I've tried to balance this ability similar to Fiery Body and Corrosive Body. My primary concern is the balance and theme of the spell itself. Without further ado...
The Spell
Electrifying Body (Level 7) | Cast: two actions (somatic, verbal) | Duration: 1 minute
Electricity arcs across your body, and your form rapidly shifts to become nothing more than sheer electricity vaguely resembling a humanoid shape. You gain immunity to electricity. You gain resistance 10 to precision damage and a +20 foot status bonus to all Speeds you have. Any creature that touches you or damages you with an unarmed melee attack or a metal melee weapon takes 3d6 electricity damage, and your unarmed attacks deal an additional 1d4 electricity damage.
Your electricity spells deal one additional die of electricity damage (of the same damage die that the spell uses). You can cast Electric Arc as an innate spell. When you cast Electric Arc, you can choose up to three targets.
While under the affects of this spell, you gain a Swim speed equal to your Land speed, and you do not need to breathe.
Changes:
- I removed the complicated speeds through metal and Burrowing and replaced it with a Swim speed (which feels thematic) and a bonus to all speeds. I did this partially for the complexity reduction and partially to make up for the fact that Fiery Body just gives Fly. This feels slightly weaker than giving a Fly speed which is fine - I made some other buffs.
- I removed being flat-footed to metal weapons. I miss this interaction with metal a little bit, but theoretically electricity jumps to metal, not the other way around. This was the biggest weakness of the spell, and I'm hoping that by simply not having a weakness it's about on level with Fiery Body (which has a weakness but better movement).
- I changed it to damage people who attack with metal melee weapons or unarmed attacks, instead of non-reach melee weapons or unarmed attacks. This is a really niche difference (and probably a minor net buff) but I think it makes more thematic sense - while proximity to fire burns, electricity really needs a way to touch you to hurt. (*not a physicist)
Thoughts on it now? I'm still hoping for a spell that my player will actually use without it becoming so powerful that they eclipse the party or feel like they need it for every fight. My biggest point of discontent is that there isn't some weakness innate to the spell itself, but that might resolve itself with the overcharging aspect of the "item" I'm giving the player (see the first question).