Ball Lightning
| School | Evocation (opposed by Conjuration) |
| Spell level | Wizard and Sorcerer 5 |
| Range | Medium (20 m) |
| Components | Verbal and somatic |
| Can be aimed at | a creature, an item, a door or a placeable |
| Area of effect | 8.33 metre radius |
| Counts as an attack | Yes. Casting it on someone is a hostile act |
| Concentration | Damage can interrupt the casting |
| Descriptor | Electricity |
| Duration | Instantaneous |
| Save | Reflex 1/2 |
| Spell Resistance | Yes |
| Metamagic allowed | Empower, Maximize, Quicken, Silent, Still |
How it works
- You throw 1 ball per 2 caster levels, +1: 21 at level 40.
- Each ball does 2d6+2 electrical damage. A Reflex save halves it.
- The balls are divided evenly among the hostile creatures you can see within 8.33 metres. The first one also gets any left over.
- You are never caught by them.
Where it comes from
Cleric domain: Air (level 5).
See also
- Magic - save DCs, saving throws and when you cannot cast
- Spells
- Classes
