Ball Lightning

Ball Lightning

Cooldown: 4 seconds

Spell Point Cost:

Target: Foe, Directional, Breakable

Level: 5 (Sorcerer, Wizard)

Components: Material, Somatic, Verbal

School: Evocation

Metamagic: Empower, Enlarge, Eschew Materials, Heighten, Maximize, Quicken

Spell Resistance: No

Fills an area with deadly energy that does 1 to 6 electrical damage per caster level (up to a max of 90 damage at caster level 15). A successful Reflex save reduces the damage by half.\n\nD&D Dice: Deals 1d6 electricity damage per caster level (max 15d6).