Spell Detail
Ball Lightning
Description
flying balls of lightning deal 3d6 electricity damage each.
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.
Effects
- flying balls of lightning deal 3d6 electricity damage each.
Casting
- System
- PF1E
- School
- Evocation
- Subschool
- —
- Element
- Electricity
- Dismissible
- No
- Casting Time
- 1 standard action
- Range
- medium (100 ft. + 10 ft./level)
- Target
- —
- Area
- two or more 5-ft.-diameter spheres
- Duration
- 1 round/level
- Saving Throw
- reflex negates
- Spell Resistance
- Yes
Class Levels
- Arcanist 4
- Bloodrager 4
- Druid 4
- Elementalist Wizard 4
- Hunter 4
- Magus 4
- Shaman 4
- Sorcerer 4
- Wizard 4
Components
- verbal
- somatic