Evocation [Electricity] | |
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Level: | Sor/Wiz 9 |
Components: | V, S, MF |
Casting Time: | Standard Action |
Range: | Long (400 ft. + 40 ft./level) |
Target or Area: | 60' |
Duration: | Concentration, up to 3 rounds |
Saving Throw: | Reflex half (or Save vs. Spell) |
Spell Resistance: | Yes |
The last spell Telaron was ever known to cast. Many consider it too dangerous a spell for practical uses, yet there are those who have mastered its use, and now rule their lands unopposed...
A prepared caster who has already learned the "Spark", "Arc Lightning", and "Ball Lightning" spells gains a +4 bonus (or +20%) to his chance to learn the spell. A spontaneous caster who already knows the "Spark", "Arc Lightning", and "Ball Lightning" spells has a 50% chance to automatically gain this spell when they acquire 9th-level spells. When gained in this way, the spell does not count towards the caster's limit of spells known.
To cast this spell, the caster must be outdoors, and must have a clear line of sight to the selected center of the storm. As the caster is casting, storm clouds form overhead in the general area above a point on the ground selected by the caster. Upon completing the casting phase, the caster can choose to release the energy immediately as a single burst, or may concentrate on building the storm's energy for up to 2 additional rounds. While concentrating, the caster can only move at half their movement rate, and cannot attack or cast spells.
If the caster releases the spell immediately, it bursts for 1d6 electrical damage per caster level, ending the spell.
Otherwise, it deals 1d6 electrical damage per 2 caster levels at the end of the 1st (casting) round, as it builds more power.
If the caster releases the spell during their turn on the 2nd round, it bursts for 1d6+1 electrical damage per caster level, ending the spell.
Otherwise, it deals 1d6+1 electrical damage per 2 caster levels at the end of the 2nd round, as it builds to its peak power.
On the third round, the spell is automatically released on the caster's turn, and bursts for 1d6+2 electrical damage per caster level, ending the spell.
If the caster's concentration is interrupted before their turn, the spell will instantly release, but will deal only 1d6 damage per 2 caster levels.
Each round they are in the affected area, creatures may attempt a save (reflex or vs. Spells, as appropriate) for half damage, and unattended non-flamable items may attempt a save (if appropriate) to avoid being affected. Unattended flamable items are not entitled to a saving throw. Metal items are unnaffected, unless specifically vulnerable to lightning or electricity.
Creatures greater than "large" size, or those wearing metal armor, suffer a -2 penalty to their saves vs this spell.
Creautres that succeed on their saving throws can attempt to escape the area at no more than half their movement rate.
Creatures that fail their saves are dazed.
Creatures that fail their saves on the "burst" round are instead stunned.
Flying creatues that are stunned may fall to the ground, suffering any applicable falling damage and penalties.
Any non-flamable items in the possession of a creature that failed its saving throw, may attempt a saving throw (if applicable) to avoid being affected. Flamable items are not entitled to a saving throw. Metal items are unnaffected, unless specifically vulnerable to lightning or electricity.
Finally, all wooden and stone barriers within the area of affect may be shattered or pulverized. In d20 systems, they may be dealt electrical damage as normal. Otherwise, wooden barriers up to 1" thick per level of the caster, and stone barriers up to ½" thick per level of the caster, are shattered or pulverized by the storm.
The Focus component of this spell is a storm crystal with enough charges to power the spell. The crystal itself is not consumed, but the spell drains 1 charge from the crystal for every 2 levels of the caster. Note that if the crystal does not have sufficient charges to power the spell, the spell will fail.
Additionally, the caster may make specific targets immune to the spell at the time of casting. This requires a mixture made of diamond dust and crushed loadstone, worth 100g per target to be protected. This mixture is consumed in the casting.