spell reduces this damage to half (round fractions down). Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the spellcaster (maximum of 10d6) to each creature within its area of effect. + 10 yds./level Components: V, S, MĪrea of Effect: Special Saving Throw: 1⁄2 The material components of the spell are a bit of fur and an amber, crystal or glass rod." Example: An 8” stroke is begun at a range of 4”, but the possible space in the desired direction is only 3½” so the bolt begins at the 3½” maximum, and it rebounds 8” in the direction of its creator. If the full length of the stroke is not possible due to the interposition of a non-conducting barrier (such as a stone wall), the lightning bolt will double and rebound towards its caster, its length being the normal total from beginning to end of stroke, damage caused to interposing barriers notwithstanding. If a 12th level magic-user cast the spell at its maximum range, 16” in this case, the stroke would begin at 16” and flash outward from there, as a forked bolt ending at 20” or a single one ending at 24”. The stroke can be either a forking bolt 1” wide and 4” long, or a single bolt ½” wide and 8” long. The area of the lightning bolt’s effect is determined by the spell caster, just as its distance is. Saving throws must be made for objects which withstand the full force of a stroke (cf. The lightning bolt will set fire to combustibles, sunder wooden doors, splinter up to 1’ thickness of stone, and melt metals with a low melting point (lead, gold, copper, silver, bronze). if shot to 6”, the bolt would extend from this point to n inches further distance. The range of the bolt is the location of the commencement of the stroke, i.e. Range: 4” + 1“/level Casting Time: 3 segmentsĮxplanation/Description: Upon casting this spell, the magic user releases a powerful stroke of electrical energy which causes damage equal to 1 six-sided die (d6) for each level of experience of the spell caster to creatures within its area of effect, or 50% of such damage to such creatures which successfully save versus the attack form. (Note that Fire Balls from Scrolls (see Book II) and Wand are 6-die missiles and those from Staves are 8-die missiles. A 6th-level Magic-User throws a 6-die missile, a 7th a 7-die missile, and so on. The damage caused by the missile will be in proportion to the level of its user. In a confined space the Fire Ball will generally conform to the shape of the space (elongate or whatever). It explodes with a burst radius of 2” (slightly larger than specified in CHAINMAIL). It is otherwise similar to a Fire Ball, but as stated in CHAINMAIL the head of the missile may never extend beyond the 24” range.įire Ball: A missile which springs from the finger of the Magic-User. If the space is not long enough to allow its full extension, the missile will double back to attain 6”, possibly striking its creator. "Lightning Bolt: Utterance of this spell generates a lightning bolt 6” long and up to 3/4” wide. The head of the lightning bolt is placed at the number of inches called, so that its body extends 6" behind it in a straight line from the Wizard who threw it." The center of the fire ball is placed down at the number of inches called. Both types of missiles can be thrown up to 24", direct or indirect fire, with range being called before the hit pattern is placed. These missiles will destroy any men or creatures which are struck by them, with certain exceptions noted below. A fire ball, equal in hit area to the large catapult hit area, or a lightning bolt, 3/4" wide by 6" long, with an attack value equal to a heavy field gun, are the two missile types employed. "Missiles: A Wizard can throw either of two types of missile (select which before play begins). Plus now lightning bolt has it's own unique identity as a 3rd level powerhouse spell - separate from fireball - with slightly higher potential damage if the caster is tremendously lucky (96 lightning vs 84 fire damage) - AGAIN, nothing earth shattering if someone was ever that lucky. The change we made to lightning bolt now does an average of 27 damage, up to 54 damage at 9th level. To put this into perspective, a 3rd level fireball does average of 28 damage, up to 49 damage when cast with a 9th level spell slot. The limited targets in a 5x100 range for a tiny bit more damage, mixed with the metal armor penalty, suddenly became a major benefit given the correct circumstances. This simple change makes lightning bolt feel more strategic and put it right back in the game for all of my players, albeit situationally. In addition, we give targets disadvantage on their save if wearing metal armor. A simple solution we came up with was to keep fireball as is, with it's incredible radius, and update the damage of Lightning Bolt to 6d8 instead of 8d6.
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