Call Lightning
(Alteration)


L^: d3
-
R#: 0
-
D^: 1t*
C^: v.s.m
-
CT: 1t
-
S^: 1/2
A^: 72" diameter
-
-
UW : No

Effect: 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.

The druid is then able to {call} down bolts of lightning from sky to ground.
Each bolt will cause damage equal to 2 eight-sided dice (2d8) plus 1 like die (d8) for each level of experience of the druid casting the spell.
Thus, a 4th level druid calls down a six-die (6d8) bolt.
The bolt of lightning flashes down in a perpendicular stroke at whatever distance the spell caster decides,
up to the 36" radial distance maximum.
Any creature within a 1" radius of the path or the point where the lightning strikes will take full damage,
unless a saving throw is made, in which case only one-half damage is taken.
Full/half damage refers to the number of hit dice of the lightning bolt,
i.e. if it is of eight dice strength, the victim will take either eight dice (8d8) or four dice (4d8), if the saving throw is made, of damage. The druid is able to call one bolt of lightning every 10 melee rounds (1 turn),
to a maximum number of turns equal to the level of experience he or she has attained, i.e. 1 bolt/turn for each level of experience. Note: This spell is normally usable outdoors only.

DMG: If a djinn or an air elemental is on hand to form a whirlwind,
the druid is able to summon half-strength lightning strokes therefrom.

Call Lighting: An important point only 
mentioned in the DMG is that half-strength 
bolts can be created even if 
weather conditions are not ideal -- and 
even underground -- if a (presumably 
friendly, or at least non-hostile) djinn or 
air elemental is within the spell range. 
(Imagine #30)

 

WSG: The magical lightning brought into existence by
this spell is generally less lethal than natural lightning - but the
chance of a character being hit by natural lightning is usually
quite small, whereas a bolt of magical lightning will always hit a
target within range of the area where it strikes, and will always do
at least half damage. To an outside observer, magical lightning is
indistinguishable from natural lightning in appearance; thus, a
character or creature who witnesses it or is struck by it will not automatically
know that the lightning was caused by an external
force - but if more than one strike hits a target or targets within a
relatively short time, witnesses may logically suspect that nature
is not entirely to blame. Natural lightning can also occur during
the duration of this spell, as long as conditions permit (ie., a
storm must be actually occurring and not simply about to happen,
as might be the case under “hot and cloudy conditions”).
 

Q: Can call lightning be used against
submerged creatures?
A: The bolt from a call lightning spell ends
at the water?s surface, but its 1? radius of
effect extends below the surface and has
its full effect on any submerged creature
therein.
(153.7)
 



 


garhkal wrote:
Here is one that came up ONCE in a game.
I was wondering if i handled it right..

Cleric (or druid) casts call lightning.
Completes his turn, and casts a second, while waiting to use his additional bolts from the first, delaying the additional 'bolt' until completion of the spell.
Uses both bolts, then casts a third one, while waiting, and delays them too...
 


That's a tough question.

I am not so sure that a druid could delay the gathering of the electrical energy to make the ligntning bolt...

I'd have a check based on his level, with a roll equal to it or less meaning the attempt was a success, otherwise, it would fail, and the bolt would hit--
more or less willy-nilly if the check roll exceeded 17.

FWIW,
Gary