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| | | 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 | | 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 | : 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 '' | : 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 4, Sorcerer/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 |