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Lightning Dancer

SCHOOL OF MAGIC
by Peter W. Jokinen Under the A D & D Second Edition Rules

The basic Lessons to become a Conductor are in how to conduct all forms of natural, static, and artificially or magically generated electricity without harm to oneself. The nature of this specialtys spells are about the different ways to use or discharge this energy to some specific and (preferably) useful end.

School Description:

A wizard of this school is known as a Conductor.

Specialist Name: Allowed Races:

All opponents modify their saving throws by -1 when attempting to save against a lightning spell cast by a Conductor. A Conductor of 6th level and below adds a +1 bonus when saving against lightning spells cast by others (this includes innate lightning weapons). Upon reaching seventh level, they are pretty much immune to electricity. A Conductor subtracts -1 when saving against any actions by an Earth Elemental. Earth Elementals save against lightning spells at +1.

Saving Throw Modifiers:

Only a caster with human or dragon blood in his or her veins can regularly channel the kinds and intensities of magical and electrical energies involved. Therefore the races allowed include: Humans Half-Elves Half-Dragon (Gold) Half-Dragon (Silver) Half-Dragon (Bronze) Dragons (as Dragon Mage class) Half-Orcs

A Conductor can memorize an extra spell at each level, providing that at least one of the memorized spells is from the school of Lightning. A Conductor gains +1 when saving against all forms of electricity for each experience level, until they reach immunity at seventh level:
Saving Modifier Against All Electric Forms +1 +2 +3 +4 +5 +6 immune to electrical effects

Bonus Spells and Acquired Powers:

Level 1 2 3 4 5 6 7

Because a Lightning Dancers spells pass a great deal of two kinds of energy through the casters body, a minimum constitution score of at least 15 as well as a minimum intelligence score of 9 is needed to become a Conductor.

Ability Requirements:

Lightning Dancer School

A Conductor cant learn spells from the schools of Abjuration or Necromancy.

Oppositional Schools

If a Conductor has settled near or in a village, whatever else the neighbors may think of his or her personality, they certainly appreciate the lowering of the rate of lightning-started house, barn, and forestfires. Lightning Dancers can always be counted on to seek out excitement, though little of such can compare to dancing in a really good storm. Thus, it is rare for them to settle down, as they are ready travellers seeking exciting adventure.

Lightning Dancer Spellbooks

Stored Spells

There are four main general kinds of spell effects produced by the spells of the Conductor school. 1. Changes to weather, with the aim of incresing the liklihood of thunderstorms. Protective, with the creation of differing kinds of electrical fields or barriers between the attacker and the creature/object to be protected. Attack, projecting electricity in various forms from the Conductor toward a target, resulting in a variety of burning or blast effects. Working, using electricity to perform some useful task, such as lighting a controlled fire, producing a source of light, or heating objects or areas.

Spell Analysis

Like all magic users, the Conductor will make use of both traveling spellbooks and larger tomes of spells that they keep at their home base. Treat as normal for how your group plays such things.

Scrolls? Sometimes ...

2.

3.

4.

A Lightning Dancer will always be of Chaotic alignment, and his or her sanity will be somewhat questionable, given the Conductor class sheer pleasure in cdancing out in the open during thunderstorms and soaking up any lightning strikes he or she can attract (the safe limit is 1 strike per level in any single day).

Ethos:

Conductors will use ordinary scrolls for spells from the other schools that they have access to. However, when it comes to creating scrolls with spells from their own school, they do not use parchment, nor paper or even papyrus. Such materials with a Lightning Dancer spell cast into them by a Conductor have a tendency to singe and char and sometimes even spontaneously burst into flame. They will rarely survive a full year intact. As this is not good to have happen inside a scroll case, possibly damaging some valuable scrolls, the Conductor school has taken a hint from dragons, and learned how to put their spells into gems, instead. There is a different gem used for each spell of the Lightning Dancer school. The gem must be of at least 50 GP value for each level that the spell was cast into it at. All other normal rules for creating a scroll applies, its just that a gem is used instead of a scroll. The gems, regardless of type, will have a yellowwhite glow about them as long as there is an active spell inside waiting to be released. Once the spell is used, the gem remains intact and can be used to contain another spell, except if the spell was put into the gem by a wizard casting at 16th level or above (800 GP value or more). In these cases, the gems tend to burn out when the spell is released.

Lightning Dancer School

Level One Spells

Spells of the Lightning Dancer School


Gem for Storing Azurite Banded Agate Blue Quartz .. Eye Agate Haematite

Spell 1. Heat Metal 2. Light Air 3. Missile Lightning 4. Poor Richards Dismal Day 5. Shocking Grasp 6. Spot Weld

Level Six Spells

Spell 1. Chain Lightning 2. Control Weather 3. Cyrus Foggs Drunkards Walk 4. Lightning Strike 5. ..

Gem for Storing Star Rose Quartz Zircon .. Amber ..

Level T Spells wo
Spell 1. Arc Weld 2. Ball Lightning 3. Bolt Finger 4. Direct Heat 5. Light Ball

Level Seven Spells

Gem for Storing Lapis Lazuli Malachite Moss Agate Obsidian Rhodochrosite

Spell Gem for Storing 1. Delayed Blast Ball Lightning Alexandrite 2. Poor Richards Personal Downpour Sapphire 3. .. ..

Level Three Spells

Level Eight Spells


Spell 1. Forcecage 2. ..

Gem for Storing Amethyst ..

Spell 1. Cyrus Fogss Greed Zapper 2. Electric Arrow 3. Lightning Armor 4. Lightning Bolt 5. Lightning Whirlwind 6. Light Saber 7. Produce Sparks

Gem for Storing .. Tiger Eye Agate Turquoise Bloodstone Carnelian Chalcedony Chrysoprase

Level Nine Spells


Spell 1. Meteor Swarm 2. Wild Weather 3. ..

Gem for Storing Aquamarine Chrysoberyl ..

Level Four Spells

Level T Spells en
Spell 1. .. 2. ..

Spell Gem for Storing 1. Call Lightning Citrine .. 2. Lightning Ride 3. Lightning Shield Jasper 4. Mordenkainens Force Missiles Moonstone 5. Wall of lightning Onyx .. 6. Recharge a Lightning Wand

Gem for Storing Coral ..

Spell 1. Leydens Repulsive Charge 2. Lightning Ride 3. Proofing vs. Combustion 4. Protection from Lightning 5. ..

Level Five Spells

Gem for Storing Rock Crystal .. Sardonyx Smoky Quartz .. Lightning Dancer School 3

Heat Metal
Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Gem Used:

First Level Spells


Touch V, S, M 3 rounds plus 2 rds/level of caster 3 Special Special Azurite

By means of the heat metal spell, the caster is able to make any metal heat up. Elven chain mail is not affected. Magical metal armor receives an item saving throw vs. magical fire. If this is successful, the heat metal spell does not affect it. The degree to which the metal object heats up depends on the conductivity. You can interpolate other metals to the chart:
Metal being heated Platinum Gold Silver Copper Brass Iron Temp. rise per round 3 10 25 45 60 100

This spell creates a globular field 20' in radius and magically ionizes the atmosphere inside until it glows equal to torchlight. Objects in darkness beyond this sphere can be seen, at best, as vague and shadowy shapes. The spell is centered on a point selected by the caster and he must have a line of sight and unobstructed path for the spell when it is cast. Conductor light air can spring only from air, and this includes the air in any cavities below ground or beyond obstructions that are within the field radius. The effect is immobile unless it is specifically centered on a movable object or mobile creature. If this spell is cast upon a creature the applicable magical resistance and saving throw rolls must be made. Successful resistance negates the spell, while a successful saving throw indicates that the spell is centered immediately behind the creature itself. Light air taken into an area of magical darkness functions normally, although nothing outside the field can be seen. If cast directly against magical darkness it has no effect. Any being inside the field will feel their hair stand up on end from the effects of the ionization, but no damage will occur. The material component is a firefly. This spell is the Lightning Dancers version of the Light spell, Players Handbook page 176.

Missile Lightning
Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Gem Used:

On the first round of the spell, the metal merely becomes very warm and uncomfortable to touch (this is also the effect on the last melee round of the spells duration). The caster must maintain his touch with the object to continue heating it. The heat has no effect on the caster, but could set fire to his garments if too close. Anyone else touching the heated metal except during the first and last rounds will be at risk of receiving severe burns. Fire resistance (spell, potion, or ring) or a protection from fire spell has no effect, as the heat source is not fire. Protection from lightning reduces the heating effects by half. This spell is the Lightning Dancers version of the Heat Metal spell, Players Handbook page 261.

60 yards + 10 yards / level V, S Instantaneous 1 1 or more creatures in a 10' cube None Blue Quartz

Light Air

Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Gem Used:

60 yards V, M 1 turn / level 1 20-foot-radius globe Special Banded Agate

Use of the Missile Lightning spell creates up to five missiles of miniature lightning bolts that dart forth from the wizards fingertip and unerringly strike their target. This includes enemy creatures in a melee. The target creature must be seen or otherwise detected to be hit, however, so near-total concealment, such as that offered by arrow slits, can ground the bolts and render the spell ineffective. Likewise, the caster must be able to identify the target. He cannot direct a missile lightning to strike the commander of the legion. unless he can single out the commander from the rest of the soldiers. Inanimate objects (locks, etc.) cannot be damaged by the spell, and any attempt to do so wastes the bolts to no effect. Against creatures, each bolt inflicts 1d4+1 points of damage. Any creature partially buried in the ground takes only half damage. Any creature partially immersed in water also takes only half damage, but so do any creatures within 10' of it. For every two extra levels of experience, the wiz-

Lightning Dancer School

ard gains an additional missile he has two at 3rd level, three at 5th level, four at 7th level, etc., up to a maximum of five missiles at 9th level. If the wizard has multiple missile capability, he can have them strike a single target creature or several creatures, as desired. This spell is the Lightning Dancers version of the Magic Missile spell, Players Handbook page 176.

Poor Richard's Dismal Day


Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Gem Used:

Touch V, S, M 2 days + 1 day / level 3 1 person Negates

This spell creates a thin, rather unpleasant looking cloud approx. 3 feet in diameter, directly over the head of the target of the spell. The cloud emits a continuous drizzle for as long as it remains in effect. Whenever the target is close to other people there is a 10% chance of a sudden squall happening, which will soak the target and any people within a 5' radius of him. The material component is a thorn pulled from a hedgerow during a downpour.

Shocking Grasp
Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Gem Used:

Touch V, S Special 1 Creature touched None Eye Agate

This is the standard spell, unchanged. See Players Handbook page 178.

Spot Weld

Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Gem Used:

Touch V, S 1 spot-weld / level 1 Spot held between finger and thumb None Haematite

This spell draws electrical current from the caster, and magically applies pressure to the two thin pieces of metal held between the points of the casters fingers. The spot-weld holds with the strength of an iron rivet if it had been applied in the same place. While this is useless against a lock set into a door, it could fuse the works of a thin padlock. Lightning Dancer School 5

Arc Weld

Second Level Spells


Touch V, S, M 2 rounds + 1 round / level 2 Space spanned by finger and thumb tips None Lapis Lazuli

Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Gem Used:

prior to attaining the prescribed range, blossoms into the ball of lightning (an early impact results in an early detonation). Creatures failing their saving throws each suffer full damage from the blast. Those who roll successful saving throws manage to dodge, fall flat, or roll aside, each receiving half damage. (The DM rolls the damage and each affected creature suffers either full damage or half damage [round fractions down], depending on whether the creature saved or not). The material component of this spell is a piece broken from a weather vane. This spell is the Lightning Dancers version of the Fireball spell, Players Handbook page 191.

Upon casting this spell, an arc forms between the tips of the casters left thumb and forefinger. If the caster holds the ard along the junction of two pieces of iron-based metal, it will begin to melt it. If the caster or an assistant adds thin metal to the molten puddle as the caster slides his hand along the joint to be welded, a neatly arc-welded bead can be laid down at a rate of 6 inches per round.

Bolt Finger
Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Gem Used:

6 inches from casters fingertip V, S Until dispelled, up to 1 turn 3 Touch Negates Moss Agate

Ball Lightning
Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Gem Used:

10 yards + 10 yards / level V, S, M Instantaneous 3 20-foot radius 1/2 Malachite

Ball lightning is an explosive burst of wild lightning, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it 1d6 points of damage for each level of experience of the spellcaster (up to a maximum of 10d6). The burst of the ball of lightning creates little pressure and generally conforms to the shape of the area in which it occurs. The ball of lightning fills an area equal to its normal spherical volume (roughly 33,000 cubic feet thirty-three 10-foot x 10-foot x 10-foot cubes). Besides causing damage to creatures, the ball of lightning ignites all combustible materials within its burst radius, and the heat of the ball of lightning melts soft metals such as gold, copper, silver, etc. Exposed items require saving throws vs. magical fire to determine if they are affected, but items in the possession of a creature that rolls a successful saving throw are unaffected by the fireball. The wizard points his finger and speaks the range (distance and height) at which the ball of lightning is to burst. A streak flashes from the pointing digit and, unless it impacts upon a material body or solid barrier 6 Lightning Dancer School

The bolt finger spell enables the caster to cause a 6-inch jet of electrically charged plasma to be projected from the tip of his or her finger. This jet is very hot and will ignite combustible materials such as parchment, twigs, kindling, and the like without difficulty, even if the materials are damp. If the jet is held against a more solid object, such as a metal lock or a coffle chain, it may possibly burn a hole through it by the end of the turn (50% chance), and will definitely weaken it, which improves the chance for anyone to break the object by +2 on their Open Doors roll.

Direct Heat
Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Gem Used:

Touch V, S, M 4 rounds, plus 2 rounds / level 3 Special Special Obsidian

By means of the direct heat spell, the caster is able to make any non-metallic object held between his or her hands heat up. The degree to which the object heats up depends on the resistance. You can interpolate other materials to the chart:
Material being heated Stone Earthenware Glass Wet Wood Temp. rise per round 3 10 20 45

Dry Wood Papers & Fabrics

75 100

On the first round of the spell, the material merely becomes very warm and uncomfortable to touch (this is also the effect on the last melee round of the spells duration). The caster must maintain his touch with the object to continue heating it. The heat has no effect on the caster, but could set fire to his garments if too close. Anyone else touching the heated material except during the first and last rounds will be at risk of receiving severe burns. Fire resistance (spell, potion, or ring) or a protection from fire spell has no effect, as the heat source is not fire. Protection from lightning reduces the heating effects by half. This spell is a variation of the Lightning Dancers version of the Heat Metal spell, Players Handbook page 261.

Light Ball

Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Gem Used:

60 yards V, S Permanent 2 60-foot radius Special Rhodochrosite

This spell creates a tiny ball of lightning which will light up an area with the brilliance of an arc-lamp. The ball can safely be handled by any person or creature except those who suffer penalties in bright light. If the ball is placed inside some kind of lantern that can be closed up, the amount and direction of light it throws can be ajdusted by the user. A Light Ball brought into an area of magical darkness (or vice versa) is temporarily negated so that the otherwise prevailing light conditions exist in the overlapping areas of effect. This spell is the Lightning Dancers version of the Continual Light spell, Players Handbook page 181.

Lightning Dancer School

Cyrus Fogg's Greed Zapper


Range: Components: Duration: Casting Time: Area of Effect:

Third Level Spells


5 yards / level of caster V, S, M 1 week + 2 days / level 3 1 object, up to 4' X 8' X 1' (or equal volume) vs. Spell negates attraction

Lightning Armor
Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Gem Used:

Touch V, S, M Special 2 rounds 1 creature None Turquoise

Saving Throw: Gem Used:

An object into which the Greed Zapper spell has been cast will give off an eerie blue-white glow. This glow will attract the attention of any sentient races who happen to have any greed for gold and other loot. Once such a person catches sight of the enchanted object, they will be drawn inexorably to it, unless they make a successful saving throw. Regardless of whether they save or not, if the person touches the object anyway, they receive 3 plus 2 hit points damage per level of the caster, to a maximum of 15 points. The material component of this spell is a rodshaped lodestone, which is touched to the object at the moment of enchantment. There is a cumulative 5% increase in the natural magnetism of the lodestone with each casting of this spell.

Electric Arrow
Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Gem Used:

30 yards + 10 yards / level V, S, M 1 round 3 Special None Tiger Eye Agate

By means of this spell, the wizard creates a magical field of electrical force that serves as if it were banded mail armor (AC 4). The spell has no effect on a person already armored or a creature with natural Armor Class 4 or better. It is not cumulative with the shield shell, nor with lightning shield, but it is cumulative with Dexterity and, in the case of fighter/mages, with the shield bonus. The lightning armor spell does not hinder movement or prevent spellcasting, and adds no weight or encumbrance. It lasts until successfully dispelled or until the wearer sustains cumulative damage totalling greater than 12 points +1 per level of the caster. (It is important to note that the armor does not absorb this damage. The armor merely grants an AC of 4; the wearer still suffers full damage from any successful attacks.) Thus, the wearer might suffer 16 points from an attack, then several minutes later sustain an additional 1 point of damage. Since the spell requires a minimum 5th-level caster, it would be dispelled at this time unless the caster were of higher level. Until it is dispelled, the lightning armor spell grants the wearer full benefits of Armor Class 4. There is a cumulative chance (10% on first successful hit, +5% additional with each subsequent hit) that the attackers weapon will be damaged enough to make it useless (by fire if wood or bone, by melting if metal or stone). Magical weapons, of course, get a saving throw. The material component is a piece of finely cured leather that has been blessed by a priest. The spell is the Lightning Dancers version of the Armor spell, Players Handbook page 170.

The wizard can cause normal arrows or crossbow bolts to become magical miniature lightning bolts once they leave the bowstring, for one round. The missiles must be nocked and darwn (or cocked) at the completion of the spell. If they are not loosed within one round, they are consumed by the magic. For every five levels the caster has achieved, up to 10 arrows or bolts can be affected. The arrows inflict normal damage, plus 2 points of fire damage to any target struck. They may also cause incendiary damage. This version of the spell is used most often in large battles. The material components for this spell are a bit of copper wire and an eagles feather. This spell is the Lightning Dancer s version of the Flame Arrow spell, Players Handbook page 192. 8 Lightning Dancer School

Lightning Bolt
Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Gem Used:

40 yards + 10 yards / level V, S, M Instantaneous 3 Special 1/2 Bloodstone

The standard spell, unchanged, unmodified (SEE: Players Handbook page 194).

Lightning Whirlwind
Range:

15 yards

Components: Duration: Casting Time: Area of Effect: Saving Throw: Gem Used:

V, S, M 1 round / level 3 5-foot radius Negates Carnelian

A lightning whirlwind spell creates a 10-foot tall, 2-foot diameter whirlwind made up of miniature lightning bolts within 15 yards of the caster. This whirlwind goes in whichever direction the wizard points, at a rate of 30 feet per round. It jumps over barriers less than 4 feet tall, such as furniture, low walls, etc. Flammable substances are set afire by contact with the whirlwind. Creatures in contact with the whirlwind must successfully save vs. spell or suffer 2d6 points of burning damage. Those within 5 feet of the whirlwinds surface must also save or suffer 1d4 points of heat damage. A successful saving throw means no damage is suffered. The DM may adjust the saving throws if there is little or no room to dodge the whirlwind. The whirlwind moves as long as the spellcaster actively directs it; otherwise, it merely stays in one spot. It cannot pick up objects or cause wind damage like a natural tornado or dust devil. It cannot push unwilling creatures aside or batter down large obstacles. The material components are a bit of tallow, a lodestone and a dusting of powdered iron. This spell is the Lightning Dancers version of the Flaming Sphere spell, Players Handbook page 182.

Similar in principle to Bolt Finger, it is much more powerful against objects. If the jet is held against a more solid object, such as a metal lock or a coffle chain, it may possibly burn a hole through by the end of the turn (70% chance), and will definitely weaken it, which improves the chance for anyone to break the object by +4 on their Open Doors roll. The material component is a leaf from a sumac tree. This spell is the Lightning Dancers version of the second-level Priests Flame Blade spell, Players Handbook page 260.

Produce Sparks
Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Gem Used:

0 V, S Instantaneous 3 The Caster 1/2 Chrysoprase

Light Saber
Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Gem Used:

0 V, S, M 4 rounds + 1 round / level 4 3-foot long blade None Chalcedony

When the wizard casts this spell, a shower of sparks shoots out of his or her fingertips. The casters hands must be held so as to send a fanlike sheet of sparks: the wizards thumbs must touch each other and the fingers must be spread. Produce sparks sends highly charged sparks 5-feet out in a horizontal ard of about 120 degrees in front of the wizard. Any creature in the area of the sparks suffers 1d3 points of damage, plus 2 points for each level of experience of the spellcaster, to a maximum of 1d3+20 points of damage. Those successfully saving vs. spell receive half damage. Flammable materials touched by the sparks burn (for example, cloth, paper, parchment, thin wood, etc.). Such materials can be extinguished in the next round if no other action is taken. This spell is the Lightning Dancers version of the Burning Hands spell, Players Handbook page 170.

With this spell, the caster causes a three-foot blazing ray of very highly charged plasma to spring forth from his hand. This bladelike ray is wielded as if it were a saber. If the caster successfully hits with the light saber in melee combat, the creature struck suffers 1d6+4 points of damage, with a damage bonus of +2 if the creature is expecially vulnerable to fire. If the creature is protected from fire or lightning, the damage influcted is reduced by 2 points. Fire dwellers and those using fire as an innate attack form suffer no damage from the spell. The light saber can ignite combustible materials such as parchment, straw, dry sticks, cloth, etc. However, it is not a magical weapon in the normal sense of the term, so creatures struck only by magical weapons are not harmed by it. This spell does not function under water.

Lightning Dancer School

Call Lightning
Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Gem Used:

Fourth Level Spells


400 yards V, S 1 turn / level 1 turn 15-foot radius 1/2 Citrine

This spell can be cast in one of two forms: a warm shield that protects against cold-based attacks, a chill shield that protects against fire-based attacks. Both return damage to creatures making physical attacks against the wizard. The wizard must choose which variation he memorizes when the spell is selected. When casting this spell, the wizard appears to be carrying a high-energy plasma charge on his or her body. The arcing and sparking is thin and wispy, shedding no heat, and giving light about equal to the illumination of a normal torch. The sparking is blue colored if the chill shield is cast, orange if the warm shield is cast. The special powers of each shield are as follows: A) Warm Shield. The arcs and sparks are warm to the touch. Any cold-based attacks are saved against with a +2 bonus; either half normal damage or no damage is sustained. There is no bonus against fire- or electrical-based attacks, but if the wizard fails to make the required saving throw (if any) against them, he sustains double normal damage. The material component for this variation is a bit of phosphorus. B) Chill Shield. The arcs and sparks are cool to the touch. Any fire-based attacks are saved against with a +2 bonus; either half normal damage or no damage is sustained. There is no bonus against cold- or electrical-based attacks, but if the wizard fails to make the required saving throw (if any) against them, he sustains double normal damage. The material component for this variation is a live firefly or glow worm or the tail portions of four dead ones. This spell is the Lightning Dancers version of the Fire Shield spell, Players Handbook page 201.

When a call lightning spell is cast, there must be a storm of some sort in the area a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinn or air elemental of 7 Hit Dice of more). The caster is then able to call down bolts of lightning. The caster can call down one bolt per turn. The caster need not call a bolt of lightning immediately other actions, even spellcasting, can be performed; however, the caster must remain stationary and concentrate for a full round each time a bolt is called. The spell has a duration of one turn per caster level. Each bolt causes 2d6 points of electrical damage, plus an additional 1d6 points for each of the casters experience levels.Thus, a 4th-level caster calls down a 6d6 bolt (2d6 : 4d6). A Dark Sun 30th-level caster could do 32d6 damage with this spell! The bolt of lightning flashes down in a vertical stroke at whatever distance the spellcaster decides, up to 400 yards away. Any creature within a 10-foot radius of the path or the point where the lightning strikes suffers full damage unless a successful saving throw versus spell is rolled, in which case only onehalf damage is taken. Because it requires a storm overhead, this spell can only be used outdoors. It does not function underground or underwater. If the type of storm is a Sandstorm, the damage is half normal, and the damage if a saving throw is made is 1/4 normal. This spell is the Lightning Dancers version of the third level Priests Call Lightning spell, Players Handbook page 266.

Mordenkainen's Force Missiles


Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Gem Used:

Lightning Shield
Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Gem Used:

30 yards + 10 yards / level V, S Instantaneous 4 1 7 targets Special Moonstone

0 V, S, M 2 rounds + 1 round / level 4 The Caster None Jasper

This is the standard, unmodified spell from Players Option: Spells and Magic page 147.

Wall of Lightning
Range: Components: Duration: Casting Time:

10

Lightning Dancer School

60 yards V, S, M Special 4

Area of Effect: Saving Throw: Gem Used:

Special None Onyx

The wall of lightning spell brings forth an immobile, arcing curtain of magical electricity of shimmering color blue-white to yellow. The spell creates either an opaque sheet of arcs and sparks up to one 20foot square per level of the spellcaster, or a ring with a radius of up to 10 feet +5 feet per two levels of experience of the wizard. In either form, the wall of lightning is 20 feet high. The wall of lightning must be cast so that it is veritcal with respect to the caster. One side of the wall, selected by the caster, sends forth showers of electrical sparks, inflicting 2d4 points of damage upon creatures within 10 feet and 1d4 points of damage upon those within 20 feet. In addition, the wall inflicts 2d6 points of damage, plus 1 point of damage per level of the spellcaster, upon any creature passing through it. Creatures especially subject to fire may take additional damage, and undead take twice normal damage if ignited. Note that attempting to catch a moving creature with a newly-created wall of lightning is diffucult; a successful saving throw enables the creature to avoid the wall, while its rate and direction of movement determine which side of the created wall it is on. The wall of lightning lasts as long as the wizard concentrates on maintaining it, or one round per level of experience of the wizard, in the event he does not wish to concentrate upon it. The material component of the spell is a bit of copper wire. This spell is the Lightning Dancers version of the Wall of Fire spell, Players Handbook page 208.

strike arrives: the wand will explode. If they have dropped it before then, then they begin accumulating their own charge from the storm, as per the usual Lightning Dance.

Recharge A Lightning Wand


Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Gem Used:

Touch V, S, M One Lightning Dance 4 One Wand of Lightning N/A

Grasping the wand of lightning firmly in one hand, the Lightning Dancer casts this spell immediately before beginning a lightning dance. The result is that for each lightning strike he or she receives during the dance, one charge is channeled into the wand for every level of the wizard. If enough strikes are channeled into the wand to place it in danger of being overcharged, the wizard has a 5% chance of being so into the moment of ecstacy of channeling the lightning, that they may forget to drop the wand to the ground. If they are still holding the wand when that next

Lightning Dancer School

11

Leydens Repulsive Charge


Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Gem Used: 30 yards V, S, M 1 turn / level 6 2 creatures Reverses Rock Crystal

Fifth Level Spells

Gem Used:

Sardonyx

See Players Option: Spells and Magic, page 148.

Protection From Lightning


Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Gem Used:

Touch V, S, M Special 7 10 ft. cube None Smoky Quartz

When cast, this spell creates two globes that look like dull-red lightning balls. When the wizard speaks the names of the two targets, the balls shoot directly to each one of them, impinging on their forms. However, the spheres do no damage to either one. For the duration of the spell, the two creatures affected cannot approach within 10 feet of each other, nor can they be forced closer to each other by any physical force. If a save vs spell is successful, the repulsive force is revrsed, and the two creatures are drawn irresistibly together. For the duration of the spell, they cannot be separated, no matter whether one or both dies before the spell ends. This effectively raises the encumbrance level for both to unmanageable proportions. The material component of this spell is xxxxx .

The effect of a Protection from Lightning spell changes depending on who is the recipient of the magic the caster of a group of creatures in a 10' cube. In either case, the spell lasts no longer than one turn per caster level. If the spell is cast upon the caster, it confers complete invulnerability to electrical attack such as dragon breath, or magical lightning such as lightning bolt, shocking grasp, storm giant, will o wisp, etc., until the
spell has absorbed 15 points of electrical damage per level of the caster, at which time the spell is negated. If the spell is cast upon a group of creatures, it gives a bonus of +4 to the die roll for saving throws made vs. electrical attacks, and it reduced the damage sustained from such attacks by 50%. A short length of platinum wire is the material component. This spell is the Lightning Dancers version of the fourth-level priests Protection from Lightning spell, Players Handbook page 278.

Lightning Ride
Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Gem Used:

0 V Instantaneous 7 Caster None

When this spell is used, the wizard instantly transfers himself along with whatever they are wearing and carrying, into a lightning bolt. The lightning bolt has a range of 30 miles per level of the caster. If the destination is within the casters range, the lightning bolt will strike the ground at the surface there, and re-form into the wizard. If the destination is beyond their range, the bolt will strike the ground at the range limit, on a direct line between the departure point and intended destination.

Proofing vs. Combustion


Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Touch V, S, M Permanent 1 turn Special None

12

Lightning Dancer School

Chain Lightning
Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Gem Used:

Sixth Level Spells


40 yds. + 5 yds/level V, S, M Instantaneous 5 Special 1/2 Star Rose Quartz

submerged sand bar, or on board any vessel within range, regardless whether it is large enough. To cast this spell the caster must name each person who is going (who must all be within 5 yards of caster) and then name the compass bearing he wants to travel. The material component is a lodestone that has been pounded into bar form.

See Players Handbook, page 221.

Control Weather
Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Gem Used:

Range: Components: Duration: Casting Time: Area of Effect:

Lightning Strike

0 V, S, M 4d6 hours 1 turn 4d4 square miles none Zircon

Saving Throw: Gem Used:

60 yards V, S, M Instantaneous 8 5 foot radius x 30 foot column, plus special 1/2 Amber

See Players Handbook, page 222

Cyrus Foggs Drunkards Walk


Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Gem Used:

V, S Near-instantaneous 5 Caster plus 1 companion per level N/A

When the caster evokes a Lightning Strike spell, a vertical column of lightning roars downward in the location called for by the caster. Any creatures within the area of effect must roll a saving throw vs. spell. Failure means the creature sustains 6d8 points of damage; otherwise, the damage is halves. Any creatures between 5 and 20 foot radius of the strike point will receive 1d6 points of damage as the lightning dissipates to ground. The material component of this spell is a small golden sleigh-bell. This spell is the Lightning Dancers version of the fifth-level priests Flame Strike spell, Players Handbook page 282.

When cast, this spell converts the Lightning Dancer and companion(s) into a bolt of lightning which carries them to another location where they are converted back to their original forms when the lightning strikes the ground (part of the spell, no treetop or flagpole strikes). The distance the spell will carry them is 1 to 10 miles (player rolls 1d10). The first half of the distance WILL BE in the direction the caster chooses. For each full mile after the halfway point, the DM will roll 1d6 to determine by how much the direction varies during said mile: straight ahead 1 = 45 to left 2 = 3 = 45 to right 90 to left 4 = 90 to right 5 = 6 = straight ahead The DM can then select the place where the transportees re-materialize, based on the rolls. If a waterlanding is a problem, the bolt will seek out the nearest shore (within that last 1/2 mile) or failing that a just-

Lightning Dancer School

13

Delayed Blast Ball Lightning


Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Gem Used:

Seventh Level Spells


100 yards + 10 yards/level V, S, M Special 7 20 foot radius 1/2 Alexandrite

The material component of this spell is a vial of rainwater collected during a hurricane.

SpellName

Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Gem Used:

TextOfSpellDescription.

This spell creates a ball of lightning, with a +1 bonus to each of its dice of damage, which releases its blast anytime from instantly to five rounds later, according to the command given by the wizard. Damage is 1d6 points for each level of experience of the spellcaster (up to a maximum of 10d6). If the blast occurs inside a creature (i.e., it swallowed the ball) then the damage is doubled. In other respects, the spell is the same as the 2nd-level Ball Lightning. The spell is the Lightning Dancers version of the Delayed Blast Fireball spell, Players Handbook page 233.

Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Gem Used:

Poor Richards Personal Downpour

Line of Sight V, S, M 3 rounds + 1 round per level 8 One person or creature 1 2 per round Sapphire

This spell creates a small, opaque, and quite dark thunderhead, approx 3 feet in diameter, which centers itself over the head of the target. It will hover approx. two feet overhead, and will follow the target around, at whatever movement rate the target is able to achieve. While the spell lasts, it will deliver one miniature lightning bolt to the target (for 1d4+1 points of damage each) for every two levels of the casters ability. It will also drop a continuous heavy downpour of rain on the target, which can increase slipperiness of footing or decrease the targets ability to see, at the DMs discretion. Once cast, the wizard does not need to concentrate any further on this spell, as it will proceed automatically until it dissipates. Going indoors will not save the target, as the cloud will simply follow. If the target has himself buried in the earth (at least 2-feet depth) the remaining lightning strikes will cause no damage to him. However, going into a cave or other underground place will be no more effective than going inside a building. 14 Lightning Dancer School

Forcecage

Eighth Level Spells


10 yards / 2 levels V, S, Special 6 turns + 1/level 3-4 20-foot cube None Amethyst

Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Gem Used:

See Players Handbook, page 234

SpellName

Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Gem Used:

TextOfSpellDescription.

Lightning Dancer School

15

Meteor Swarm
Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Gem Used:

Ninth Level Spells


40 yards + 10 yards/level V, S Instantaneous 9 Special 1 2 Aquamarine

SpellName

Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Gem Used:

TextOfSpellDescription.

See Players Handbook, page 248

Wild Weather
Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Gem Used:

0 V, S, m 1 day/level 1 hour/level 1 square mile/level Special Chrysoberyl

This spell resembles weather summoning, except that the wizard can create bad weather than need not be appropriate to the local area. Terrible wind or lightning storms, torrential downpours, incredible heart or cold, hailstones, even snowfalls are possible. The weather condition created slows and damages all creatures within the spells area of effect (including the caster, encept a lightning dancer during a lightning storm). Creatures caught in wild weather move at one-third their normal movement rate. Creatures caught in the open take 1 point of damage per turn until they find cover even going to ground and covering oneself is sufficient cover, but in that case movement is halted. If the weather created might be considered harmful to the land or its plants and animals, then a spirit of the land may intervene, at the DMs option. The spirit must believe that damage would be unnaturally severe (weather, after all, is a natural phenomenon); spells aimed against other trespassers to its lands rarely interest it. The spirit can save against the spell to negate its effects, saving on a 5 or higher. The material component for this spell is a large glass bottle with air collected at a location where the weather is common. The wizard must wander through the area to be affected, occasionally uncorking the bottle to release some of the air for the entire preparation time for the spell. This spell is the Lightning Dancers version of the eighth-level priests Wild Weather spell, Dragon Kings, page 128.

16

Lightning Dancer School

SpellName

T enth Level Spells


Coral

TextOfSpellDescription.

Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Gem Used:

Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Gem Used:

SpellName

TextOfSpellDescription.

TextOfSpellDescription.

SpellName

Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Gem Used:

TextOfSpellDescription.

SpellName

Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Gem Used:

TextOfSpellDescription.

SpellName

Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Gem Used:

TextOfSpellDescription.

SpellName

Range: Components: Duration: Casting Time: Area of Effect: Saving Throw: Gem Used:

Lightning Dancer School

17

18

Lightning Dancer School

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