Lightning Bolt (spell)
Lightning Bolt evokes a powerful stroke of magical electricity that leaps out from the caster’s hands (both are required) as a bright flash. A crash of noise accompanies the bolt, but as it is about 110 decibels there is no affect on hearing. The lightning can be split so as to affect up to three targets; moreover, this targeting is accurate, so long as the caster has line of sight. Additionally, the course of the lightning outward allows pinpoint accuracy, so that friendly targets will be unaffected by the bolts created.
Range | 40 ft. + 10 ft. per level |
Duration | instantaneous |
Area of Effect | up to 3 targets |
Casting Time | 2 rounds |
Saving Throw | ½ damage |
Level | mage (3rd) |
As the lightning is magical and not natural, it cannot be passed through a conductor, nor does the presence of water nor connection with the ground alter the spell’s effect in any way. Likewise, magical lightning will not rebound from mirrors or any other surfaces, contrary to popular belief.
Against living creatures, the spell causes 1d6 damage per level of the spellcaster, so that a 7th level lightning bolt will cause 7-42 damage. The damage is rolled individually for each target. Any struck individual is entitled to a saving throw against magic which, if successful, will half the amount of damage taken.
Whether a save against damage is made or not, from 5-20 random objects that are carried or worn by the target must make saving throws for items against lightning. Solid objects enclosed inside a container need not make a save, unless the container itself fails save. Liquids, such as potions, holy water and beverages, must make save regardless. A fail will spoil the magical effect; other liquids will merely acquire an unpleasant metallic taste but will be otherwise unharmed. Beverages should be counted as durables with regards to nutrition.
See Also,
Mage
Mage 3rd Level Spells