Ball Lightning
System: Pathfinder | SRD
Level: Arcanist: 4; Bloodrager: 4; Druid: 4; Elementalist Wizard: 4; Hunter: 4; Hunter: 4; Magus: 4; Shaman: 4; Sorcerer: 4; Wizard: 4
School: evocation
Casting time: 1 standard action
Components: V, S, M/DF (a small iron ring)
Range: medium (100 ft. + 10 ft./level)
Duration: 1 round/level
Saving throw: Reflex negates
Spell resistance: yes
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 Reflex 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.
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