Name | ||
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School | Casting Time | Source Book |
Save - Res | Level | Comps |
Dur | Range | Recharge |
Effect | ||
Expensive Focus | ||
Expensive Material | ||
XP Cost | ||
Description | ||
Full Description | ||
Arc of Lightning | ||
SPC | ||
Arc 4, Drd 4, Sor/Wiz 5, Wmg 5, Wuj 5 | ||
General | ||
Line of electricity between two creatures (1d6/level damage). |
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Ball Lightning | ||
SPC | ||
Sor/Wiz 5 | ||
General | ||
Energy ball deals 1d6/level electricity damage. |
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Black Lightning | ||
Evocation [Electricity] [Negative] [Death] [Evil] | 1 standard action | seankreynolds.com |
Reflex half - Yes | Sor/Wiz 2 | V, S, M |
Instant | Close | General |
Target: One creature | ||
Ray that deals 1d6/2 levels (Max 10d6) damage, half of which is Electrical energy and the other half is Negative energy. |
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You launch crackling black lightning at the target creature, dealing 1d6 points of damage per 2 caster levels (maximum 10d6). Half the damage is electricity damage, but the rest is evil energy from the lower planes which is not affected by resistance to electricity (evil creatures, creatures native to evil planes, and creatures immune to death effects are not affected by the profane energy). |
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Call Lightning | ||
Evocation [Electricity] | 1 round | SRD |
Reflex half - Yes | Arc 3, Drd 3, Shu 3, Storm 3, Weather 3 | V, S |
1 min./level | Medium | General |
Effect: One or more 30-ft.-long vertical lines of lightning | ||
Calls down lightning bolts (3d6 per bolt) from sky. |
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Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spells range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected. You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 10 bolts). If you are outdoors and in a stormy area a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)each bolt deals 3d10 points of electricity damage instead of 3d6. This spell functions indoors or underground but not underwater. |
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Call Lightning Storm | ||
Evocation [Electricity] | 1 round | SRD |
Reflex half - Yes | Arc 5, Drd 5, Storm 6 | V, S |
1 min./level | Long | General |
Effect: One or more 30-ft.-long vertical lines of lightning | ||
As call lightning, but 5d6 damage per bolt. |
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Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 5d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spells range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected. You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 15 bolts). If you are outdoors and in a stormy areaa rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)each bolt deals 5d10 points of electricity damage instead of 5d6. This spell functions indoors or underground but not underwater. |
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Chain Lightning | ||
Evocation [Electricity] | 1 standard action | SRD |
Reflex half - Yes | Air 6, Arc 7, Duskblade 5, Shu 7, Sor/Wiz 6, Wmg 6 | V, S, F |
Instant | Long | General |
Targets: One primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target) | ||
1d6/level damage; 1 secondary bolt/level each deals half damage. |
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This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets. The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down). Each target can attempt a Reflex saving throw for half damage. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum. |
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Cross of Lightning | ||
BoEM | ||
Sor/Wiz 5 | ||
General | ||
As lightning bolt, except four lightning bolts that lauch 90 degrees apart from each other. |
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Electric Jolt | ||
SPC | ||
Sor/Wiz 0 | ||
General | ||
Ray deals 1d3 electricity damage. |
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Electric Loop | ||
SPC | ||
Sor/Wiz 2 | ||
General | ||
Deals 1d6/two levels electricity damage plus stunning to a single creature. |
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Electric Slap | ||
Transmutation [Electricity] | 1 standard action | seankreynolds.com |
None - Yes | Sor/Wiz 0 | V, S |
Instant | Touch | General |
Target: Creature touched | ||
Touch attack deals 1d6 electricity damage. |
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Your hand is imbued with a small electric charge that triggers when you touch an creature, requiring a successful melee touch attack. The spell deals 1d6 electricity damage. |
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Electric Spark | ||
Transmutation [Electricity] | 1 standard action | seankreynolds.com |
None - Yes | Sor/Wiz 0 | V, S |
Instant | Close | General |
Effect: Spark of electricity | ||
Ray deals 1d3 electricity damage. |
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You cause a spark of electricity to arc from you to the target, requiring a successful ranged touch attack. The spell deals 1d3 electricity damagee. |
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Electrical Deluge | ||
BoEM | ||
Sor/Wiz 6 | ||
General | ||
See Text |
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Elemental Shroud | ||
BoEM | ||
Sor/Wiz 5 | ||
General | ||
Grant undead creatures armor and turn bonuses and deal elemental damage upon being struck by a foe or striking a foe. |
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Energy Spheres | ||
SPC | ||
Sor/Wiz 4 | ||
General | ||
Five colored spheres attack with or negate acid, cold, electricity, fire, and sonic damage. |
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Kaupaer's Quickblast | ||
Magic Books of Faerun | ||
Sor/Wiz 1 | ||
General | ||
Quickened spell deals 1 fire, cold or electricity damage/level to target. |
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Lightning Blade | ||
Complete Arcane | ||
Wuj 2 | ||
General | ||
Electrical long sword deals 1d6/level (max 10d6) in touch attacks or range touch attacks (30 ft.) each attack using up dice from the limit. |
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Lightning Bolt | ||
Evocation [Electricity] | 1 standard action | SRD |
Reflex half - Yes | Adp 3, Arc 3, Shu 4, Sor/Wiz 3, Wmg 3 | V, S, M |
Instant | 120 ft. | General |
Area: 120-ft. line | ||
Electricity deals 1d6/level damage. |
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You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips. The lightning bolt 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 spells range permits; otherwise, it stops at the barrier just as any other spell effect does. |
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Lightning Ring | ||
SPC | ||
Sor/Wiz 8 | ||
General | ||
Ring of lightning gives you resistance to electricity 20, damages adjacent creatures, and emits two lightning bolts per round. |
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Moonbow | ||
SPC | ||
Sor/Wiz 5 | ||
General | ||
Creates 1d4 motes of light that attack enemies. |
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Mystic Lash | ||
Magic of Faerun | ||
Arc 3, Clr 3 | ||
General | ||
Ranged touch attack deals 1d8 +1/2 levels electricity, plus stunning. |
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Orb of Electricity | ||
Complete Arcane | ||
Sor/Wiz 4, Wmg 4 | ||
General | ||
Ranged touch, 1d6/level (max 15d6) points of electricity damage. |
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Lesser Orb of Electricity | ||
Complete Arcane | ||
Sor/Wiz 1, Wmg 1 | ||
General | ||
Ranged touch, 1d8 or more electricity damage. |
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Orbs of Various Energy | ||
Conjuration (Creation) [Acid] [Cold] [Electricity] [Fire] [Force] [Sonic] [Negative] | 1 standard action | ATB |
None - No | Sor/Wiz 6, Wmg 6 | V, S |
Instant | Close | General |
Effect: 7 orbs of energy. | ||
7 orbs deal 1d6/level (max 20d6) of damage dice divided evenly amoung the five elemental energies, force, and negative energy. |
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You create 7 orbs of energy, one for each of the primary energies, a force orb, and a negative energy orb. You may deal 1d6 damage per caster level (max 20d6) divided any way you want amoung the seven orbs, with no orb having more than 1 die of damage more than any other die. Thus an 11th level wizard could do 2d6 damage with each Acid, Cold, Fire, and Electricity and 1d6 with each negative energy, sonic, and force. None of his orbs could have 3d6 until 15th level. If the negative energy orb is directed at an undead or other creature powered by negative energy, it is healed instead of damaged. |
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Scintillating Sphere | ||
Magic of Faerun | ||
Sor/Wiz 3 | ||
General | ||
20-ft-radius spread deals 1d6 electicity/level. |
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Shock Treatment | ||
Dragon 339 | ||
Sor/Wiz 2 | ||
General | ||
A jolt of electricity damages and potentially stuns an opponent. |
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Shocking Grasp | ||
Evocation [Electricity] | 1 standard action | SRD |
None - Yes | Arc 1, Duskblade 1, Shu 1, Sor/Wiz 1, Wmg 1 | V, S |
Instant | Touch | General |
Target: Creature or object touched | ||
Touch delivers 1d6/level electricity damage (max 5d6). |
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Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like). |
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Storm Prison | ||
Far Corners of the World | ||
Sor/Wiz 6 | ||
General | ||
Deal 1d6/level (max 15d6) electricity damage to target and encase them in a wind and lightning prison. |
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Storm Touch | ||
MoE | ||
Sor/Wiz 5 | ||
General | ||
Touch deals 9d6 electricity damage and stuns victim for 1 round; usable a number of times equal to level. |
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Stormrage | ||
Magic of Faerun | ||
Arc 8, Clr 8 | ||
5 minutes | ||
Fly, wind wall, protection from strong winds, and make electrical attacks. |
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Stun Ray | ||
DA5 | ||
Sor/Wiz 1 | ||
General | ||
Ray stuns target for 1d4+1 rounds. |
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Thunderhead | ||
SPC | ||
Arc 1, Drd 1, Sor/Wiz 1 | ||
General | ||
Small lightning bolts deal 1d6 electricity damage/round. |
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Touchstone Lightning | ||
Planar Handbook | ||
Arc 4, Drd 4, Sor/Wiz 4 | ||
General | ||
Use your planar touchstone-granted higher-order abilities to fuel damaging rays. |