Call Lightning Seems to be not functioning to its potential

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Zorinar
Sword Grand Master
Sword Grand Master
Posts: 290
Joined: Tue Aug 26, 2008 2:03 pm

Call Lightning Seems to be not functioning to its potential

Post by Zorinar » Tue Jun 09, 2015 3:07 am

Call lightning, and I should add, thorn spray too, appear to be doing very, very light damage. I cannot get them to do more than 2%-3% on myself. (Apprentice) As for Call lightning, the spell itself should be, at high levels, very powerful and very scary. The druid, when casting this spell, should be pulling more than one bolt. Up to ten bolts at highest ability, in fact. Each bolt should be doing 3d6 damage or 3d10 in cloudy or windy or rainy weather. Normally the spell will drop a bolt each round until the maximum number of bolts has fired. I have not seen more than one bolt ever, and the damage is really light.

I don't know if one spell can fire over multiple rounds in FK, (That would fix the broken Acid Fog if so), so I don't know if the spell can be truly implemented over time or not, but anyway below is the actual write up on the spell.

From D20srd:
http://www.d20srd.org/srd/spells/callLightning.htm

Call Lightning
Evocation [Electricity]
Level: Drd 3
Components: V, S
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Effect: One or more 30-ft.-long vertical lines of lightning
Duration: 1 min./level
Saving Throw: Reflex half
Spell Resistance: Yes

Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell’s range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.

You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 10 bolts).

If you are outdoors and in a stormy area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)—each bolt deals 3d10 points of electricity damage instead of 3d6.

This spell functions indoors or underground but not underwater
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