Library / Magic

Ball Lightning

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
two or more 5-ft.-diameter spheres
two or more 5-ft.-diameter spheres
Casting
System
PF1E
School
Evocation
Subschool
Element
Casting Time
1 standard action
Range
medium (100 ft. + 10 ft./level)
Target
Area
Duration
1 round/level
Saving Throw
Reflex negates
Spell Resistance
Yes
Components
V, S, M, DF
Class Levels
Components
V
S
M
a small iron ring
DF
a small iron ring