Ball Lightning Dnd 5e
The spell fails if you can t see a point in the air where the storm cloud could appear for example if you are in a room that can t accommodate the cloud.
Ball lightning dnd 5e. A creature takes 8d6 lightning damage on a failed save or half as much damage on a successful one. When you create the balls of lightning you mentally program them to move as you desire even around corners. Call lightning is a spell that s available as of level 3 with a castingtime of 1 action for d d 5e read up on all the spells on dnd spells dungeons and dragons 5e spells tools spell cards spellbooks. If you willfully.
You create two globes of lightning that fly in whichever direction you indicate. These globes fly at a rate of 20 feet per round and have 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. 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.
Each ball sheds light as a candle. For example a 9th level caster could create nine balls of lightning each dealing 1d6 points of electrical damage or three balls of lightning two dealing 2d6 and one dealing 5d6. The lightning ignites flammable objects in the area that aren t being worn or carried. A handful of copper and iron pellets.
In the round of casting the spell you determine the location in which the ball lightning comes into existence and may immediately direct it to move its allotted distance for the round. Your caster level is the total number of dice of damage d6 that you can deal with this spell maximum 15d6 divided however you see fit among the ball lightning. Save for half fireball can be flung up to 150 feet and affects all those in a 20 foot. At the start of each of your turns bolts of electricity target up to 1d4 creatures in a 40ft range of the sphere.
Upon striking a creature the ball stops and remains in place for the remainder of the spell s duration. The sphere cannot be attacked or interacted with in any other way but can be nullified by dispel magic antimagic field or similar effects. The lightning winks out if it exceeds the spell s range. When you cast the spell choose a point you can see within range.
A ball can move up to 100 feet per round and flies with perfect maneuverability. Ball lightning is not a creature and is therefore immune to attacks and cannot be physically or mentally influenced other than by the caster. Each creature in the line must make a dexterity saving throw. 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.
Whilst both do the same amount of damage a hefty 8d6 to anyone in the area of effect dex. A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60 foot radius centered on a point you can see 100 feet directly above you.