Ball Lightning

School: evocation [air, electricity]


Level: Arcanist 4, Wizard 4, Sorcerer 4, Magus 4, Bloodrager 4, Shaman 4, Druid 4, Hunter 4, Occultist 4



Casting Time: standard action


Components: V, S, M, DF


Range: medium (100 feet + 10 feet/level)


Effect: two or more 5-foot-diameter spheres


Duration: 1 round/level


Saving Throw: Reflex negates


Spell Resistance: yes


Source: Advanced Player's Guide

Description

You create two globes of lightning that fly in whichever direction you indicate. 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). These globes fly at a rate of 20 feet/round and have perfect maneuverability. Wind does not affect a flying sphere's course. If a globe enters a space with a creature, it stops moving for the round and deals 3d6 points of electricity damage to that creature, though a successful Reflex save negates the damage. Creatures wearing metal armor take a -4 penalty on this saving throw. Each globe moves as long as you actively direct it (it's a move action for you to direct all the spheres created by a single casting of this spell); otherwise they stay at rest. These globes have no mass and cannot push aside unwilling creatures or move solid objects. A ball lightning globe winks out if it exceeds the spell's range.