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Shocking grasp charged the caster's hand with electrical energy that damaged a touched foe. A foe with large amounts of metal would suffer a greater effect.[7]

Shocking grasp was a common spell in the Realms, though not a popular one.[8] It was known but rare in Zakhara in 1367 DR.[5][note 1]

Metal armor? A poor choice.
— A caster as he electrocutes a bugbear.[9]


The Netherese arcanist Volhm was given the credit for the creation of this spell in −1970 DR under the name Volhm's grasp.[1]



According to the tome known as the Book of the Silver Talon, the ingredients for the ink used to inscribe shocking grasp into spellbooks were: one ounce of giant octopus ink, an ounce of ash from a tree that was struck by lightning, four drops of holy water, a powdered sapphire, one pinch of powdered orichalcum, asafetida, balm of gilead, ginseng and either mace or masterwort.[10]

The herbs were burnt in an oakwood fire, the ash of which was combined with the ash from the tree in a small bowl of either copper or white orichalcum. Two drops of holy water were added to the bowl and stirred into a paste, after which the powdered sapphire and metal were thrown in the last two drops of the holy water. When it was all stirred together into a paste, it was added to the octopus ink and heated to a boil, while constantly stirred.[10]

Known Users[]

A bugbear being struck by a shocking grasp.

Pre-spellplague, the underwizards of the Arcane Brotherhood typically knew and used this spell.[11]

Calishite elementalists who followed the Tradition of Air were especially adept at the casting of shocking grasp.[12]



  1. Canon material does not provide dating for the Al-Qadim campaign setting. For the purposes of this wiki only, the current date for Al-Qadim products is assumed to be 1367 DR.


Video Games
Baldur's Gate series (Baldur's Gate, Baldur's Gate II: Shadows of Amn, Baldur's Gate III)Icewind Dale series (Icewind Dale, Icewind Dale II)
Board Games
Temple of Elemental Evil Board Game
Card Games
Magic: The Gathering (AFR)


  1. 1.0 1.1 1.2 slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), p. 25. ISBN 0-7869-0437-2.
  2. Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), pp. 209–210, 275. ISBN 978-0-7869-6560-1.
  3. Jeremy Crawford, James Wyatt, Keith Baker (November 2019). Eberron: Rising from the Last War. (Wizards of the Coast), p. 56. ISBN 978-0-7869-6692-9.
  4. David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 137. ISBN 0-88038-716-5.
  5. 5.0 5.1 Sam Witt (March 1994). The Complete Sha'ir's Handbook. Edited by Dezra D. Phillips, C. Terry Phillips. (TSR, Inc.), p. 124. ISBN 1-56076-828-2.
  6. slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), pp. 121–122. ISBN 0-7869-0437-2.
  7. Spell Index. Consolidated Lists. Wizards of the Coast. (2005-12-19). Retrieved on 2007-06-10.
  8. Jeff Grubb and Ed Greenwood (1990). Forgotten Realms Adventures. (TSR, Inc), p. 152. ISBN 0-8803-8828-5.
  9. Magic: The Gathering (July 2021). AFR symbol.svg AFR #75 "Shocking Grasp" Wizards of the Coast.
  10. 10.0 10.1 Ed Greenwood, Tim Beach (1995). Pages from the Mages. (TSR, Inc), p. 23. ISBN 0-7869-0183-7.
  11. Jason Carl, Sean K. Reynolds (October 2001). Lords of Darkness. Edited by Michele Carter. (Wizards of the Coast), p. 116. ISBN 07-8691-989-2.
  12. Reynolds, Forbeck, Jacobs, Boyd (March 2003). Races of Faerûn. (Wizards of the Coast), p. 161. ISBN 0-7869-2875-1.