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Pathfinder

Compendium

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Ball Lightning

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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.

Attributes

Casting Time
1 standard action
Components
V, S, M/DF (a small iron ring)
Duration
1 round/level
Effect
Two or more 5-ft.-diameter spheres
Level
Druid 4, Sorcerer/wizard 4
Range
Medium (100 ft. + 10 ft./level)
Saving Throw
Reflex negates
School
Evocation [air, electricity]
Spell Damage
3d6
Spell Damage Type
Electricity
Spell Resistance
Yes
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