Sunday, January 2, 2011

Campaign Design - Spells: Þunor's Lightning Storm

Þunor's Lightning Storm (from Relics & Rituals; originally Enkili's Lightning Storm)
Evocation [Electricity]

Level: Air 6, Cleric/Favored Soul 6, Sorcerer/Wizard 6
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 feet + 10 feet per caster level)
Target, Effect, or Area: Cylinder (20 foot radius, 60 feet high)
Duration: 1 round per 6 caster levels
Saving Throw: Reflex half
Spell Resistance: Yes

The lightning storm strikes from the heavens, creating a column of raging electrical energy. The spell does 1d6 points of damage per caster level (maximum 15d6) to all caught within the area of effect. The caster can move the lightning storm by up to 20 feet per round (concentration required). Every round of the storm, targets within its are of effect may make a Reflex save to halve the damage caused by the storm that round.

Þunor's lighting storm sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does.. All creatures within the storm are considered to have one-quarter concealment because of reduced visibility. The spell is only usable outdoors.

Arcane material components: A piece of fur, a glass rod, and a lump of clay.

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