A ball can move up to 100 feet per round and flies with perfect maneuverability. A longterm pet peeve of mine from earlier versions of D&D that still finds grievance in 5th edition is that given the choice between learning fireball or lightning bolt you’d have to be crazy to opt for the latter. DESCRIPTION You create two globes of lightning that fly in whichever direction you indicate. A medium-sized pulsating sphere of pure lightning energy is conjured at your target location. Ongoing -5 HP and -1 AP for 1 RND. When you create the balls of lightning, you mentally program them to move as you desire, even around corners. The sphere makes a ranged spell attack against each target creature with a proficiency bonus equal to your spell proficiency. At Higher Levels. Lightning … A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. These globes fly at a … The sphere cannot be attacked or interacted with in any other way, but can be nullified by dispel magic, antimagic field or similar effects. Ball Lightning 2nd-level Evocation: Casting time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute A medium-sized pulsating sphere of pure lightning energy is conjured at your target location. I. Ball lightning - Good against drones, harder to hit foes, can deal a lot of damage. So, let’s batten the hatches and get ready for rough waters because there’s a storm coming in our Tempest Cleric 5E … Back to Main Page → 5e Homebrew → Spells → Druid Spell level: druid 3cleric with air domain 3 Innate level: 3 School: evocation Descriptor: electricity Components: verbal, somatic Range: long (40 meters) Area of effect: large (5 meter radius) Duration: instant Save: reflex 1/2 Spell resistance: yes Description: All enemies within the area of effect take 1d6 points of electrical damage per caster level, to a maximum of 10d6. Leonard Pat’s Tolkien-inspired Rules of War for Middle Earth, which would stimulate Gygax’s imaginary instructions, features wizard types capable of tossing a “fireball” at opponent parts. says that victims make a saving throw against the special function shooting stars but does not say that victims make saving throws against the special functions ball lightning and spark shower. Each ball sheds light as a candle. The lightning winks out if it exceeds the spell's range. 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). Ball Lightning (5e Spell) From D&D Wiki. The Hypertext d20 SRD TM is owned by BoLS Interactive LLC . On a hit, each target takes 2d8 lightning damage. You create several balls of lightning that shed light as candles and move under your control. In 5e indirect spells are generally stronger than direct spells outside of some extreme situations. The ball moves as long as you actively direct it (a move action for you), otherwise it merely stays at rest, damaging any creature in its space. Description [edit | edit source]. It moves 30 feet per round. You can also choose to detonate the sphere prematurely, ending the spell and dealing 3d8 lightning damage in a 20ft radius of the sphere. Each creature in the line must make a Dexterity saving throw. Back to Main Page → 5e Homebrew → Spells → Sorcerer You create a 5-foot-diameter ball of concentrated electricity that rolls in whichever direction you point, dealing electricity damage to creatures it strikes. Material Component: A handful of copper and iron pellets. Common backgrounds for this class include vikings, warlords, demigods, or pious druids. You create one 3-foot-diameter ball of concentrated electricity per two caster levels (maximum eight balls). As part of your turn, you can both move the sphere up to 30ft in any direction, and concentrate its attack on one creature, guaranteeing that its next attack targets at least that creature. A victim typically doesn't make saving throws against the functions ball lightning and spark shower. The description of the ring of shooting stars (Dungeon Master's Guide 232–3) (50,000 gp; 0 lbs.) A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. 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