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.

Source: Advanced Player's Guide

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

Tags

evocation air electricity