Ball Lightning (Sorcerer/Wizard Spell): Difference between revisions

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| School=<onlyinclude>{{#ifeq:{{{transcludesection|School}}}
| School=<onlyinclude>{{#ifeq:{{{transcludesection|School}}}
| School|evocation [air, electricity]
| School|[[evocation]] [[Spells#.5BDescriptor.5D|[air, electricity]]]
}}</onlyinclude>
}}</onlyinclude>


| CastTime=<onlyinclude>{{#ifeq:{{{transcludesection|CastTime}}}
| CastTime=<onlyinclude>{{#ifeq:{{{transcludesection|CastTime}}}
| CastTime|1 standard action
| CastTime|1 [[standard action]]
}}</onlyinclude>
}}</onlyinclude>


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| Save=<onlyinclude>{{#ifeq:{{{transcludesection|Save}}}
| Save=<onlyinclude>{{#ifeq:{{{transcludesection|Save}}}
| Save|Reflex negates
| Save|[[REFL]] negates
}}</onlyinclude>
}}</onlyinclude>


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}}</onlyinclude>
}}</onlyinclude>


| Description = You create two globes of lightning that fly in whichever direction you indicate. For every 4 caster levels above 7th, you create an additional globe of lightning (3 globes at 11th, 4 globes at 15th, to the maximum of 5 globes at 19th). These globes fly at a rate of 20 feet per round and have perfect maneuverability. Wind does not affect a flying sphere's course.
| Description = You create two globes of lightning that fly in whichever direction you indicate. For every 4 [[caster level]]s above 7th, you create an additional globe of lightning (3 globes at 11th, 4 globes at 15th, to the maximum of 5 globes at 19th). These globes [[fly]] at a rate of 20 feet per round and have perfect maneuverability. Wind does not affect a flying sphere's course.


: If a globe enters a space with a creature, it stops moving for the round and deals 3d6 points of electricity damage to that creature, though a successful Reflex save negates the damage. Creatures wearing metal armor take a -4 penalty on this saving throw.
: If a globe enters a space with a creature, it stops moving for the round and deals 3d6 points of [[electricity]] damage to that creature, though a successful [[REFL]] save negates the damage. Creatures wearing metal armor take a -4 penalty on this [[saving throw]].


: Each globe moves as long as you actively direct it (it's a move action for you to direct all the spheres created by a single casting of this spell); otherwise they stay at rest. These globes have no mass and cannot push aside unwilling creatures or move solid objects. A ''ball lightning'' globe winks out if it exceeds the spell's range.
: Each globe moves as long as you actively direct it (it's a [[move action]] for you to direct all the spheres created by a single casting of this spell); otherwise they stay at rest. These globes have no mass and cannot push aside unwilling creatures or move solid objects. A ''Ball Lightning'' globe winks out if it exceeds the spell's range.


| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc|Flying balls of lightning deal 3d6 electricity damage each.
| ShortDesc|Flying balls of lightning deal 3d6 [[electricity]] damage each.
}}</onlyinclude>
}}</onlyinclude>


| Reviewed = N
| Reviewed = N
}}
}}

Revision as of 17:28, 3 July 2017

Level: Druid 4Sorcerer/Wizard 4
School: evocation [air, electricity]

Casting

Casting Time: 1 standard action
Components: V, S, M/DF (a small iron ring)

Effect

Range: medium (100 ft. + 10 ft./lvl)
Target or Area: two or more 5-ft.-diameter spheres
Duration: 1 rnd/lvl
Saving Throw: REFL negates
Save DC: -
Spell Resistance: Yes

Description

You create two globes of lightning that fly in whichever direction you indicate. For every 4 caster levels above 7th, you create an additional globe of lightning (3 globes at 11th, 4 globes at 15th, to the maximum of 5 globes at 19th). These globes fly at a rate of 20 feet per round and have perfect maneuverability. Wind does not affect a flying sphere's course.
If a globe enters a space with a creature, it stops moving for the round and deals 3d6 points of electricity damage to that creature, though a successful REFL save negates the damage. Creatures wearing metal armor take a -4 penalty on this saving throw.
Each globe moves as long as you actively direct it (it's a move action for you to direct all the spheres created by a single casting of this spell); otherwise they stay at rest. These globes have no mass and cannot push aside unwilling creatures or move solid objects. A Ball Lightning globe winks out if it exceeds the spell's range.



Mana Burn Circle Damage

Spell Circle Burn Cost Req'd Char Level Base Dice Max Dice
0 N/A N/A 1d4 per 2 character levels max of 4d4 at character level 8
1 N/A 1st 1d6 per character level max of 4d6 at character level 4
2 +1 3rd 1d6 per character level max of 6d6 at character level 6
3 +1 5th 1d6 per character level max of 10d6 at character level 10
4 +1 7th 1d6+1 per character level max of 12d6+12 at character level 12
5 +1 9th 1d6+1 per character level max of 15d6+15 at character level 15
6 +1 11th 1d6+2 per character level max of 16d6+32 at character level 16
7 +1 13th 1d6+2 per character level max of 20d6+40 at character level 20
8 +1 15th 1d6+3 per character level max of 21d6+63 at character level 21
9 +1 17th 1d6+3 per character level max of 25d6+75 at character level 25
10 +1 19th 1d6+4 per character level max of 25d6+100 at character level 25
11 +1 21st 1d6+5 per character level max of 25d6+125 at character level 25
12 +1 23rd 1d6+6 per character level max of 27d6+162 at character level 27
13 +1 25th 1d6+7 per character level max of 27d6+189 at character level 27
14 +1 27th 1d6+8 per character level max of 29d6+232 at character level 29
15 +1 29th 1d6+9 per character level max of 29d6+261 at character level 29
16 +1 31st 1d6+10 per character level max of 30d6+300 at character level 30
17 +1 33rd 1d6+11 per character level max of 30d6+330 at character level 30
18 +1 35th 1d6+12 per character level max of 30d6+360 at character level 30