Lightning Bolt, GT Variant (3.5e Spell)

From Dungeons and Dragons Wiki
Jump to: navigation, search


Homebrew.png
Author: Grog_toad (talk)
Date Created: 3/17/2019
Status: Complete
Editing: Clarity edits only please
Scale.png Low - Moderate - High - Very High
ArticleUndiscussed.png
Rate this article
Discuss this article


Lightning Bolt, GT Variant
Evocation [Electricity]
Level: Sorcerer/Wizard 1
Components: V, S
Casting time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: Reflex (half)
Spell Resistance: Yes

'

A lightning bolt is a beam of crackling electical energy that deals 1d6 points of electrical damage per caster level (maximum 5d6) to a creature or object you hit with a ranged touch attack.

You point your finger and a stream of electric streaks from the pointing digit and, unless it impacts upon a material body or solid barrier it electrocutes the target. If you attempt to send the bolt through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bolt strikes the barrier and is expended prematurely. The bolt can be blocked by hitting it. Its AC is 18 + the caster's attack bonus on ranged touch attacks.

When casting lightning bolt, any conducting material counts as neither cover (for protection) nor distance (for range purposes). A caster can cast, lightning bolt into a metal chain lying on the ground, and then have the lightning re-emerge from any part of the chain with the rest of its range intact.

The lightning bolt sets fire to combustibles and damages objects. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze at your option. If the damage caused to an interposing barrier shatters or breaks through it, the lightning bolt may continue beyond the barrier if the range permits; otherwise it stops at the barrier just as any other spell effect does. Those affected must make a reflex save (DC = spell DC) or catch fire, taking 1d6 fire damage at the end of each round until they take a move action to put it out. Highly combustible objects (such as oil or paper) do not get a save.

  • By increasing the spell's level by one, you may increase the range by one step (close->medium->long). This may be applied multiple times.
  • By increasing the spell's level by one, targets must make a Fortitude save or be jittered for 1 round per 2 caster levels.
  • By increasing the spell's level by one, the fire damage from catching fire is increased by +1d6 +1d6 per 3 spell levels (3, 6, 9) to a maximum of 5d6 damage at spell level 9.
  • By increasing the spell's level by one, any creature or object touching a conducting material affected by this spell is affected by the spell. Though it deals only half damage and they get a +2 bonus to save against any additional effects beyond damage. If targeting an exceptionally large conducting material (such as a lake), it only affects those within a Close range spread of the point where the lightning bolt touches the conducting material. This can be applied multiple times. Each time beyond the first increases the spread from touching conducting materials by 1 step (close->medium->long).
  • By increasing the spell's level by two, it becomes a line with length equal to its range, instead of a ray. You still make a ranged touch attack, if it hits the target of the attack makes its reflex save at a -4 penalty.
  • By increasing the spell's level by two, targets must make a fortitude save or be staggered for 1d4 rounds + 1 per 3 spell levels.
  • By increasing the spell's level by two, all those within 5ft radius of the spell's line of effect take 1d6 points of sonic damage per three spell levels and be deafened for the same amount of time. This can be applied multiple times, each time increase the area by 5ft and both the damage and duration by 1 die/round.
  • By increasing the spell's level by two, you may ignore electricity resistance, deal half damage to creatures and objects immune to electricity damage, and do not divide electricity damage before applying hardness.
  • By increasing the spell's level by two, objects and creatures do not get a saving throw to avoid catching on fire.
  • By increasing the spell's level by three, it may be chained so as to affect the primary target normally, then arc to a number of secondary targets equal to your caster level. Each arc affects one secondary target chosen by you, all of which must be within Close range of the primary target, and none of which can be affected more than once. You can choose to affect fewer secondary targets than the maximum. Secondary targets each take half as much damage as the primary target (rounded down) and can attempt Reflex saving throws for half damage. For non-damaging effects, the save DCs are reduced by 4 against secondary targets.
  • By increasing the spell's level by three, targets must make a fortitude save or be numbed for 1d4 rounds + 1 per 4 spell levels.
  • By increasing the spell's level by five, targets must make a fortitude save or be Paralyzed for 1d4 rounds.

The lightning bolt's maximum damage scales with its level. For every 2 spell levels above 1st (3, 5, 7, 9) increase the maximum damage by 5d6.



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

Article BalanceHigh +
AuthorGrog_toad +
ComponentV + and S +
DescriptorElectricity +
Identifier3.5e Spell +
LevelSorcerer/Wizard 1 +
RangeClose +
RatingUndiscussed +
SchoolEvocation +
SummaryWith muttered words, the spot you point at bursts into flames. +
TitleLightning Bolt, GT Variant +