Ball LightningSource Advanced Player's Guide pg. 204 School evocation [air, electricity]; Level arcanist 4, bloodrager 4, druid 4, hunter 4, magus 4, occultist 4, shaman 4, sorcerer 4, wizard 4CastingCasting Time 1 standard action Components V, S, M/DF (a small iron ring)EffectRange medium (100 ft. + 10 ft./level) Effect two or more 5-ft.-diameter spheres Duration 1 round/level Saving Throw Reflex negates; Spell Resistance yesDescriptionYou 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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