Name | ||
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School | Casting Time | Source Book |
Save - Res | Level | Comps |
Dur | Range | Recharge |
Effect | ||
Expensive Focus | ||
Expensive Material | ||
XP Cost | ||
Description | ||
Full Description | ||
Call Lightning | ||
Evocation [Electricity] | 1 round | PRPG-O |
Reflex half - Yes | Drd 3, Weather 3 | V, S |
1 min./level | Medium | General |
Effect: One or more 30-ft.-long vertical lines of lightning | ||
Calls down lightning bolts (3d6 per bolt) from sky. |
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Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell's range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected. You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed first. Each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 10 bolts). If you are outdoors and in a stormy area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)—each bolt deals 3d10 points of electricity damage instead of 3d6. This spell functions indoors or underground but not underwater. |
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Call Lightning Storm | ||
Evocation [Electricity] | 1 round | PRPG-O |
Reflex half - Yes | Drd 5 | V, S |
1 min./level | Long | General |
Effect: One or more 30-ft.-long vertical lines of lightning | ||
As call lightning, but 5d6 damage per bolt. |
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This spell functions like call lightning, except that each bolt deals 5d6 points of electricity damage (or 5d10 if created outdoors in a stormy area), and you may call a maximum of 15 bolts. |
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Chain Lightning | ||
Evocation [Electricity] | 1 standard action | PRPG-O |
Reflex half - Yes | Air 6, Sor/Wiz 6 | V, S, F |
Instant | Long | General |
Targets: One primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target) | ||
1d6/level damage and 1 secondary bolt/level. |
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This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets. The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal as much damage as the primary bolt. Each target can attempt a Reflex saving throw for half damage. The Reflex DC to halve the damage of the secondary bolts is 2 lower than the DC to halve the damage of the primary bolt. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum. |
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Lightning Bolt | ||
Evocation [Electricity] | 1 standard action | PRPG-O |
Reflex half - Yes | Adp 3, Sor/Wiz 3 | V, S, M |
Instant | 120 ft. | General |
Area: 120-ft. line | ||
Electricity deals 1d6/level damage. |
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You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips. The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell's range permits; otherwise, it stops at the barrier just as any other spell effect does. |
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Shocking Grasp | ||
Evocation [Electricity] | 1 standard action | PRPG-O |
None - Yes | Sor/Wiz 1 | V, S |
Instant | Touch | General |
Target: Creature or object touched | ||
Touch delivers 1d6/level electricity damage (max 5d6). |
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Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or is carrying a metal weapon or is made of metal). |