Difference between revisions of "Ball Lightning (3.5e Spell)"

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Latest revision as of 23:55, 18 April 2019

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Author: Sulacu (talk)
Date Created: June 13, 2009
Status: Complete
Editing: Clarity edits only please
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Ball Lightning
Evocation [Electricity]
Level: Druid 8, Sorcerer/Wizard 8
Components: V, S, F
Casting time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: A ball of electricity
Duration: Concentration (up to 1 round/level)
Saving Throw: Reflex half
Spell Resistance: Yes

You gather a massive amount of electric energy into a 5 foot-diameter orb, which can then move to your mental instructions and attack your enemies. The ball lightning may be made to move a total of 10 feet per two caster levels each round, during which it deals 1d6 points of electricity damage per caster level (max 25d6) to any creature or object that it crosses paths with. Creatures entering the square that the ball lightning is in or starting their turn in the same square as the ball lightning are likewise dealt damage. Ball lightning is not a creature and is therefore immune to attacks, and cannot be physically or mentally influenced other than by the caster.

In the round of casting the spell, you determine the location in which the ball lightning comes into existence, and may immediately direct it to move its allotted distance for the round. If you willfully stop concentrating upon the spell, the ball lightning will cease its motion and disappear next round.

Focus: An adamantine guiding rod, valued at 500 gp.



Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsDruid
Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsSorcerer/Wizard

Article BalanceModerate +
AuthorSulacu +
ComponentV +, S + and F +
DescriptorElectricity +
Identifier3.5e Spell +
LevelDruid 8 + and Sorcerer/Wizard 8 +
RangeOther +
Rated ByEiji-kun +
RatingRating Pending +
SchoolEvocation +
SummaryYou create a massive ball of electricity that damages foes it crosses. +
TitleBall Lightning +