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8/2/2019 Lightning Dancer Mage Handbook
1/18
School Description:The basic Lessons to become a Conductor are in
how to conduct all forms of natural, static, and artifi-
cially or magically generated electricity without harm
to oneself.
The nature of this specialtys spells are about the
different ways to use or discharge this energy to some
specific and (preferably) useful end.
Specialist Name:A wizard of this school is known as a Conductor.
Allowed Races:Only a caster with human or dragon blood in his orher veins can regularly channel the kinds and intensi-
ties of magical and electrical energies involved. There-
fore the races allowed include:
Humans
Half-Elves
Half-Dragon (Gold)
Half-Dragon (Silver)
Half-Dragon (Bronze)
Dragons (as Dragon Mage class)
Half-Orcs
Ability Requirements:Because a Lightning Dancers spells pass a great
deal of two kinds of energy through the casters body, a
minimum constitution score of at least 15 as well as a
minimum intelligence score of 9 is needed to become a
Conductor.
Saving Throw Modifiers:All opponents modify their saving throws by -1
when attempting to save against a lightning spell cast
by a Conductor.
A Conductor of 6th level and below adds a +1
bonus when saving against lightning spells cast by oth-
ers (this includes innate lightning weapons). Upon
reaching seventh level, they are pretty much immune to
electricity.
A Conductor subtracts -1 when saving against any
actions by an Earth Elemental. Earth Elementals save
against lightning spells at +1.
Bonus Spells and AcquiredPowers:
A Conductor can memorize an extra spell at each
level, providing that at least one of the memorized
spells is from the school of Lightning.
A Conductor gains +1 when saving against all
forms of electricity for each experience level, until they
reach immunity at seventh level:
Saving Modifier Against
Level All Electric Forms
1 +1
2 +2
3 +3
4 +4
5 +5
6 +6
7 immune to electrical effects
Lightning Dancer School 1
Lightning DancerSCHOOL OF MAGIC
by Peter W. Jokinen
Under the A D & D Second Edition Rules
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Oppositional SchoolsA Conductor cant learn spells from the schools of
Abjuration or Necromancy.
Spell AnalysisThere are four main general kinds of spell effects
produced by the spells of the Conductor school.
1. Changes to weather, with the aim of incresing
the liklihood of thunderstorms.
2. Protective, with the creation of differing kinds
of electrical fields or barriers between the
attacker and the creature/object to be protected.
3. Attack, projecting electricity in various forms
from the Conductor toward a target, resulting in
a variety of burning or blast effects.
4. Working, using electricity to perform some use-
ful task, such as lighting a controlled fire, pro-
ducing a source of light, or heating objects or
areas.
Ethos:A Lightning Dancer will always be of Chaotic
alignment, and his or her sanity will be somewhat
questionable, given the Conductor class sheer pleasure
in cdancing out in the open during thunderstorms and
soaking up any lightning strikes he or she can attract
(the safe limit is 1 strike per level in any single day).
If a Conductor has settled near or in a village,
whatever else the neighbors may think of his or her
personality, they certainly appreciate the lowering of
the rate of lightning-started house, barn, and forest-
fires.
Lightning Dancers can always be counted on to
seek out excitement, though little of such can compare
to dancing in a really good storm. Thus, it is rare for
them to settle down, as they are ready travellers seek-ing exciting adventure.
Stored Spells
Lightning Dancer SpellbooksLike all magic users, the Conductor will make use
of both traveling spellbooks and larger tomes of spells
that they keep at their home base. Treat as normal for
how your group plays such things.
Scrolls? Sometimes ...Conductors will use ordinary scrolls for spells
from the other schools that they have access to. How-
ever, when it comes to creating scrolls with spells from
their own school, they do not use parchment, nor paper
or even papyrus. Such materials with a Lightning
Dancer spell cast into them by a Conductor have a ten-
dency to singe and char and sometimes even sponta-
neously burst into flame. They will rarely survive a full
year intact.
As this is not good to have happen inside a scroll
case, possibly damaging some valuable scrolls, the
Conductor school has taken a hint from dragons, andlearned how to put their spells into gems, instead.
There is a different gem used for each spell of the
Lightning Dancer school. The gem must be of at least
50 GP value for each level that the spell was cast into it
at. All other normal rules for creating a scroll applies,
its just that a gem is used instead of a scroll.
The gems, regardless of type, will have a yellow-
white glow about them as long as there is an active
spell inside waiting to be released. Once the spell is
used, the gem remains intact and can be used to contain
another spell, except if the spell was put into the gem
by a wizard casting at 16th level or above (800 GP
value or more). In these cases, the gems tend to burnout when the spell is released.
2 Lightning Dancer School
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Level One SpellsSpell Gem for Storing
1. Heat Metal Azurite
2. Light Air Banded Agate
3. Missile Lightning Blue Quartz
4. Poor Richards Dismal Day ..
5. Shocking Grasp Eye Agate
6. Spot Weld Haematite
Level Two SpellsSpell Gem for Storing
1. Arc Weld Lapis Lazuli2. Ball Lightning Malachite
3. Bolt Finger Moss Agate
4. Direct Heat Obsidian
5. Light Ball Rhodochrosite
Level Three SpellsSpell Gem for Storing
1. Cyrus Fogss Greed Zapper ..
2. Electric Arrow Tiger Eye Agate
3. Lightning Armor Turquoise
4. Lightning Bolt Bloodstone
5. Lightning Whirlwind Carnelian
6. Light Saber Chalcedony7. Produce Sparks Chrysoprase
Level Four SpellsSpell Gem for Storing
1. Call Lightning Citrine
2. Lightning Ride ..
3. Lightning Shield Jasper
4. Mordenkainens Force Missiles
Moonstone
5. Wall of lightning Onyx
6. Recharge a Lightning Wand ..
Level Five SpellsSpell Gem for Storing
1. Leydens Repulsive Charge Rock Crystal
2. Lightning Ride ..
3. Proofing vs. Combustion Sardonyx
4. Protection from Lightning Smoky Quartz
5. .. ..
Level Six SpellsSpell Gem for Storing
1. Chain Lightning Star Rose Quartz
2. Control Weather Zircon
3. Cyrus Foggs Drunkards Walk ..
4. Lightning Strike Amber
5. .. ..
Level Seven SpellsSpell Gem for Storing
1. Delayed Blast Ball Lightning Alexandrite
2. Poor Richards Personal Downpour Sapphire3. .. ..
Level Eight SpellsSpell Gem for Storing
1. Forcecage Amethyst
2. .. ..
Level Nine SpellsSpell Gem for Storing
1. Meteor Swarm Aquamarine
2. Wild Weather Chrysoberyl
3. .. ..
Level Ten SpellsSpell Gem for Storing
1. .. Coral
2. .. ..
Lightning Dancer School 3
Spells of theLightning Dancer School
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FirstLevel Spells
Heat MetalRange: TouchComponents: V, S, M
Duration: 3 rounds plus 2 rds/level of caster
Casting Time: 3
Area of Effect: Special
Saving Throw: Special
Gem Used: Azurite
By means of the heat metal spell, the caster is able
to make any metal heat up. Elven chain mail is not
affected. Magical metal armor receives an item saving
throw vs. magical fire. If this is successful, the heat
metal spell does not affect it.
The degree to which the metal object heats up
depends on the conductivity. You can interpolate other
metals to the chart:
Metal being heated Temp. rise per round
Platinum 3
Gold 10
Silver 25
Copper 45
Brass 60
Iron 100
On the first round of the spell, the metal merely
becomes very warm and uncomfortable to touch (this
is also the effect on the last melee round of the spellsduration). The caster must maintain his touch with the
object to continue heating it. The heat has no effect on
the caster, but could set fire to his garments if too
close. Anyone else touching the heated metal except
during the first and last rounds will be at risk of receiv-
ing severe burns.
Fire resistance (spell, potion, or ring) or a protec-
tion from fire spell has no effect, as the heat source is
not fire. Protection from lightning reduces the heating
effects by half.
This spell is the Lightning Dancers version of the
Heat Metal spell, Players Handbook page 261.
Light AirRange: 60 yards
Components: V, M
Duration: 1 turn / level
Casting Time: 1
Area of Effect: 20-foot-radius globe
Saving Throw: Special
Gem Used: Banded Agate
This spell creates a globular field 20' in radius and
magically ionizes the atmosphere inside until it glows
equal to torchlight. Objects in darkness beyond this
sphere can be seen, at best, as vague and shadowy
shapes. The spell is centered on a point selected by the
caster and he must have a line of sight and unob-
structed path for the spell when it is cast. Conductor
light air can spring only from air, and this includes the
air in any cavities below ground or beyond obstruc-tions that are within the field radius.
The effect is immobile unless it is specifically cen-
tered on a movable object or mobile creature. If this
spell is cast upon a creature the applicable magical
resistance and saving throw rolls must be made. Suc-
cessful resistance negates the spell, while a successful
saving throw indicates that the spell is centered imme-
diately behind the creature itself.
Light air taken into an area of magical darkness
functions normally, although nothing outside the field
can be seen. If cast directly against magical darkness it
has no effect. Any being inside the field will feel their
hair stand up on end from the effects of the ionization,
but no damage will occur.
The material component is a firefly.
This spell is the Lightning Dancers version of the
Lightspell, Players Handbook page 176.
Missile LightningRange: 60 yards + 10 yards / level
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: 1 or more creatures in a 10' cube
Saving Throw: None
Gem Used: Blue Quartz
Use of the Missile Lightning spell creates up to
five missiles of miniature lightning bolts that dart forth
from the wizards fingertip and unerringly strike their
target. This includes enemy creatures in a melee. The
target creature must be seen or otherwise detected to be
hit, however, so near-total concealment, such as that
offered by arrow slits, can ground the bolts and render
the spell ineffective.
Likewise, the caster must be able to identify the
target. He cannot direct a missile lightning to strike
the commander of the legion. unless he can single outthe commander from the rest of the soldiers. Inanimate
objects (locks, etc.) cannot be damaged by the spell,
and any attempt to do so wastes the bolts to no effect.
Against creatures, each bolt inflicts 1d4+1 points
of damage. Any creature partially buried in the ground
takes only half damage. Any creature partially
immersed in water also takes only half damage, but so
do any creatures within 10' of it.
For every two extra levels of experience, the wiz-
4 Lightning Dancer School
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ard gains an additional missile he has two at 3rd
level, three at 5th level, four at 7th level, etc., up to a
maximum of five missiles at 9th level. If the wizard
has multiple missile capability, he can have them strike
a single target creature or several creatures, as desired.
This spell is the Lightning Dancers version of the
Magic Missile spell, Players Handbook page 176.
Poor Richard's Dismal DayRange: Touch
Components: V, S, M
Duration: 2 days + 1 day / level
Casting Time: 3
Area of Effect: 1 person
Saving Throw: Negates
Gem Used:
This spell creates a thin, rather unpleasant looking
cloud approx. 3 feet in diameter, directly over the head
of the target of the spell. The cloud emits a continuous
drizzle for as long as it remains in effect. Whenever the
target is close to other people there is a 10% chance of
a sudden squall happening, which will soak the target
and any people within a 5' radius of him.
The material component is a thorn pulled from a
hedgerow during a downpour.
Shocking GraspRange: Touch
Components: V, S
Duration: Special
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: NoneGem Used: Eye Agate
This is the standard spell, unchanged. See Players
Handbook page 178.
Spot WeldRange: Touch
Components: V, S
Duration: 1 spot-weld / level
Casting Time: 1
Area of Effect: Spot held between finger andthumb
Saving Throw: None
Gem Used: Haematite
This spell draws electrical current from the caster,
and magically applies pressure to the two thin pieces of
metal held between the points of the casters fingers.
The spot-weld holds with the strength of an iron rivet if
it had been applied in the same place. While this is use-
less against a lock set into a door, it could fuse the
works of a thin padlock.
Lightning Dancer School 5
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SecondLevel Spells
Arc WeldRange: TouchComponents: V, S, M
Duration: 2 rounds + 1 round / level
Casting Time: 2
Area of Effect: Space spanned by finger andthumb tips
Saving Throw: None
Gem Used: Lapis Lazuli
Upon casting this spell, an arc forms between the
tips of the casters left thumb and forefinger. If the
caster holds the ard along the junction of two pieces of
iron-based metal, it will begin to melt it. If the caster or
an assistant adds thin metal to the molten puddle as the
caster slides his hand along the joint to be welded, a
neatly arc-welded bead can be laid down at a rate of 6
inches per round.
Ball LightningRange: 10 yards + 10 yards / level
Components: V, S, M
Duration: Instantaneous
Casting Time: 3
Area of Effect: 20-foot radius
Saving Throw: 1/2
Gem Used: Malachite
Ball lightning is an explosive burst of wild light-
ning, which detonates with a low roar and delivers
damage proportional to the level of the wizard who
cast it 1d6 points of damage for each level of expe-
rience of the spellcaster (up to a maximum of 10d6).
The burst of the ball of lightning creates little pressure
and generally conforms to the shape of the area in
which it occurs. The ball of lightning fills an area equal
to its normal spherical volume (roughly 33,000 cubic
feet thirty-three 10-foot x 10-foot x 10-foot cubes).
Besides causing damage to creatures, the ball of light-
ning ignites all combustible materials within its burst
radius, and the heat of the ball of lightning melts softmetals such as gold, copper, silver, etc. Exposed items
require saving throws vs. magical fire to determine if
they are affected, but items in the possession of a crea-
ture that rolls a successful saving throw are unaffected
by the fireball.
The wizard points his finger and speaks the range
(distance and height) at which the ball of lightning is to
burst. A streak flashes from the pointing digit and,
unless it impacts upon a material body or solid barrier
prior to attaining the prescribed range, blossoms into
the ball of lightning (an early impact results in an early
detonation). Creatures failing their saving throws each
suffer full damage from the blast. Those who roll suc-
cessful saving throws manage to dodge, fall flat, or roll
aside, each receiving half damage. (The DM rolls the
damage and each affected creature suffers either full
damage or half damage [round fractions down],
depending on whether the creature saved or not).The material component of this spell is a piece
broken from a weather vane.
This spell is the Lightning Dancers version of the
Fireball spell, Players Handbook page 191.
Bolt FingerRange: 6 inches from casters fingertip
Components: V, S
Duration: Until dispelled, up to 1 turn
Casting Time: 3
Area of Effect: Touch
Saving Throw: NegatesGem Used: Moss Agate
The bolt fingerspell enables the caster to cause a
6-inch jet of electrically charged plasma to be projected
from the tip of his or her finger. This jet is very hot and
will ignite combustible materials such as parchment,
twigs, kindling, and the like without difficulty, even if
the materials are damp.
If the jet is held against a more solid object, such
as a metal lock or a coffle chain, it may possibly burn a
hole through it by the end of the turn (50% chance),
and will definitely weaken it, which improves the
chance for anyone to break the object by +2 on theirOpen Doors roll.
Direct HeatRange: Touch
Components: V, S, M
Duration: 4 rounds, plus 2 rounds / level
Casting Time: 3
Area of Effect: Special
Saving Throw: Special
Gem Used: Obsidian
By means of the direct heatspell, the caster is able
to make any non-metallic object held between his orher hands heat up.
The degree to which the object heats up depends
on the resistance. You can interpolate other materials to
the chart:
Material being heated Temp. rise per round
Stone 3
Earthenware 10
Glass 20
Wet Wood 45
6 Lightning Dancer School
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Dry Wood 75
Papers & Fabrics 100
On the first round of the spell, the material merely
becomes very warm and uncomfortable to touch (this
is also the effect on the last melee round of the spells
duration). The caster must maintain his touch with the
object to continue heating it. The heat has no effect on
the caster, but could set fire to his garments if tooclose. Anyone else touching the heated material except
during the first and last rounds will be at risk of receiv-
ing severe burns.
Fire resistance (spell, potion, or ring) or a protec-
tion from fire spell has no effect, as the heat source is
not fire. Protection from lightning reduces the heating
effects by half.
This spell is a variation of the Lightning Dancers
version of the Heat Metal spell, Players Handbook
page 261.
Light BallRange: 60 yards
Components: V, S
Duration: Permanent
Casting Time: 2
Area of Effect: 60-foot radius
Saving Throw: Special
Gem Used: Rhodochrosite
This spell creates a tiny ball of lightning which
will light up an area with the brilliance of an arc-lamp.
The ball can safely be handled by any person or crea-
ture except those who suffer penalties in bright light. If
the ball is placed inside some kind of lantern that can
be closed up, the amount and direction of light itthrows can be ajdusted by the user.
A Light Ball brought into an area of magical dark-
ness (or vice versa) is temporarily negated so that the
otherwise prevailing light conditions exist in the over-
lapping areas of effect.
This spell is the Lightning Dancers version of the
Continual Lightspell, Players Handbook page 181.
Lightning Dancer School 7
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ThirdLevel Spells
Cyrus Fogg's Greed Zapper
Range: 5 yards / level of casterComponents: V, S, M
Duration: 1 week + 2 days / level
Casting Time: 3
Area of Effect: 1 object, up to 4' X 8' X 1' (orequal volume)
Saving Throw: vs. Spell negates attraction
Gem Used:
An object into which the Greed Zapper spell has
been cast will give off an eerie blue-white glow. This
glow will attract the attention of any sentient races who
happen to have any greed for gold and other loot.
Once such a person catches sight of the enchanted
object, they will be drawn inexorably to it, unless theymake a successful saving throw.
Regardless of whether they save or not, if the per-
son touches the object anyway, they receive 3 plus 2 hit
points damage per level of the caster, to a maximum of
15 points.
The material component of this spell is a rod-
shaped lodestone, which is touched to the object at the
moment of enchantment. There is a cumulative 5%
increase in the natural magnetism of the lodestone with
each casting of this spell.
Electric ArrowRange: 30 yards + 10 yards / levelComponents: V, S, M
Duration: 1 round
Casting Time: 3
Area of Effect: Special
Saving Throw: None
Gem Used: Tiger Eye Agate
The wizard can cause normal arrows or crossbow
bolts to become magical miniature lightning bolts once
they leave the bowstring, for one round. The missiles
must be nocked and darwn (or cocked) at the comple-
tion of the spell. If they are not loosed within one
round, they are consumed by the magic. For every five
levels the caster has achieved, up to 10 arrows or bolts
can be affected. The arrows inflict normal damage,
plus 2 points of fire damage to any target struck. They
may also cause incendiary damage. This version of the
spell is used most often in large battles.
The material components for this spell are a bit of
copper wire and an eagles feather.
This spell is the Lightning Dancers version of the
Flame Arrow spell, Players Handbook page 192.
Lightning ArmorRange: Touch
Components: V, S, M
Duration: Special
Casting Time: 2 rounds
Area of Effect: 1 creature
Saving Throw: None
Gem Used: TurquoiseBy means of this spell, the wizard creates a magi-
cal field of electrical force that serves as if it were
banded mail armor (AC 4). The spell has no effect on a
person already armored or a creature with natural
Armor Class 4 or better. It is not cumulative with the
shieldshell, nor with lightning shield, but it is cumula-
tive with Dexterity and, in the case of fighter/mages,
with the shield bonus. The lightning armorspell does
not hinder movement or prevent spellcasting, and adds
no weight or encumbrance. It lasts until successfully
dispelled or until the wearer sustains cumulative dam-
age totalling greater than 12 points +1 per level of the
caster. (It is important to note that the armor does not
absorb this damage. The armor merely grants an AC of
4; the wearer still suffers full damage from any suc-
cessful attacks.) Thus, the wearer might suffer 16
points from an attack, then several minutes later sustain
an additional 1 point of damage. Since the spell
requires a minimum 5th-level caster, it would be dis-
pelled at this time unless the caster were of higher
level. Until it is dispelled, the lightning armorspell
grants the wearer full benefits of Armor Class 4.
There is a cumulative chance (10% on first suc-
cessful hit, +5% additional with each subsequent hit)
that the attackers weapon will be damaged enough tomake it useless (by fire if wood or bone, by melting if
metal or stone). Magical weapons, of course, get a sav-
ing throw.
The material component is a piece of finely cured
leather that has been blessed by a priest.
The spell is the Lightning Dancers version of the
Armorspell, Players Handbook page 170.
Lightning BoltRange: 40 yards + 10 yards / level
Components: V, S, M
Duration: Instantaneous
Casting Time: 3
Area of Effect: Special
Saving Throw: 1/2
Gem Used: Bloodstone
The standard spell, unchanged, unmodified (SEE:
Players Handbook page 194).
Lightning WhirlwindRange: 15 yards
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Components: V, S, M
Duration: 1 round / level
Casting Time: 3
Area of Effect: 5-foot radius
Saving Throw: Negates
Gem Used: Carnelian
A lightning whirlwindspell creates a 10-foot tall,
2-foot diameter whirlwind made up of miniature light-
ning bolts within 15 yards of the caster. This whirlwind
goes in whichever direction the wizard points, at a rate
of 30 feet per round. It jumps over barriers less than 4
feet tall, such as furniture, low walls, etc. Flammable
substances are set afire by contact with the whirlwind.
Creatures in contact with the whirlwind must success-
fully save vs. spell or suffer 2d6 points of burning
damage. Those within 5 feet of the whirlwinds surface
must also save or suffer 1d4 points of heat damage. A
successful saving throw means no damage is suffered.
The DM may adjust the saving throws if there is little
or no room to dodge the whirlwind.
The whirlwind moves as long as the spellcasteractively directs it; otherwise, it merely stays in one
spot. It cannot pick up objects or cause wind damage
like a natural tornado or dust devil. It cannot push
unwilling creatures aside or batter down large obsta-
cles.
The material components are a bit of tallow, a
lodestone and a dusting of powdered iron.
This spell is the Lightning Dancers version of the
Flaming Sphere spell, Players Handbook page 182.
Light Saber
Range: 0Components: V, S, M
Duration: 4 rounds + 1 round / level
Casting Time: 4
Area of Effect: 3-foot long blade
Saving Throw: None
Gem Used: Chalcedony
With this spell, the caster causes a three-foot blaz-
ing ray of very highly charged plasma to spring forth
from his hand. This bladelike ray is wielded as if it
were a saber. If the caster successfully hits with the
light saberin melee combat, the creature struck suffers
1d6+4 points of damage, with a damage bonus of +2 if
the creature is expecially vulnerable to fire. If the crea-ture is protected from fire or lightning, the damage
influcted is reduced by 2 points. Fire dwellers and
those using fire as an innate attack form suffer no dam-
age from the spell. The light sabercan ignite com-
bustible materials such as parchment, straw, dry sticks,
cloth, etc. However, it is not a magical weapon in the
normal sense of the term, so creatures struck only by
magical weapons are not harmed by it. This spell does
not function under water.
Similar in principle toBolt Finger, it is much more
powerful against objects. If the jet is held against a
more solid object, such as a metal lock or a coffle
chain, it may possibly burn a hole through by the end
of the turn (70% chance), and will definitely weaken it,
which improves the chance for anyone to break the
object by +4 on their Open Doors roll.
The material component is a leaf from a sumac
tree.This spell is the Lightning Dancers version of the
second-level Priests Flame Blade spell, Players Hand-
book page 260.
Produce SparksRange: 0
Components: V, S
Duration: Instantaneous
Casting Time: 3
Area of Effect: The Caster
Saving Throw: 1/2
Gem Used: Chrysoprase
When the wizard casts this spell, a shower of
sparks shoots out of his or her fingertips. The casters
hands must be held so as to send a fanlike sheet of
sparks: the wizards thumbs must touch each other and
the fingers must be spread. Produce sparks sends
highly charged sparks 5-feet out in a horizontal ard of
about 120 degrees in front of the wizard. Any creature
in the area of the sparks suffers 1d3 points of damage,
plus 2 points for each level of experience of the spell-
caster, to a maximum of 1d3+20 points of damage.
Those successfully saving vs. spell receive half dam-
age. Flammable materials touched by the sparks burn(for example, cloth, paper, parchment, thin wood, etc.).
Such materials can be extinguished in the next round if
no other action is taken.
This spell is the Lightning Dancers version of the
Burning Hands spell, Players Handbook page 170.
Lightning Dancer School 9
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FourthLevel Spells
Call LightningRange: 400 yardsComponents: V, S
Duration: 1 turn / level
Casting Time: 1 turn
Area of Effect: 15-foot radius
Saving Throw: 1/2
Gem Used: Citrine
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
(including a whirlwind formed by a djinn or air ele-
mental of 7 Hit Dice of more). The caster is then able
to call down bolts of lightning. The caster can call
down one bolt per turn. The caster need not call a bolt
of lightning immediately other actions, even spell-
casting, can be performed; however, the caster must
remain stationary and concentrate for a full round each
time a bolt is called. The spell has a duration of one
turn per caster level. Each bolt causes 2d6 points of
electrical damage, plus an additional 1d6 points for
each of the casters experience levels.Thus, a 4th-level
caster calls down a 6d6 bolt (2d6 : 4d6). A Dark Sun
30th-level caster could do 32d6 damage with this spell!
The bolt of lightning flashes down in a vertical
stroke at whatever distance the spellcaster decides, up
to 400 yards away. Any creature within a 10-footradius of the path or the point where the lightning
strikes suffers full damage unless a successful saving
throw versus spell is rolled, in which case only one-
half damage is taken.
Because it requires a storm overhead, this spell
can only be used outdoors. It does not function under-
ground or underwater. If the type of storm is a Sand-
storm, the damage is half normal, and the damage if a
saving throw is made is 1/4 normal.
This spell is the Lightning Dancers version of the
third level Priests Call Lightning spell, Players Hand-
book page 266.
Lightning ShieldRange: 0
Components: V, S, M
Duration: 2 rounds + 1 round / level
Casting Time: 4
Area of Effect: The Caster
Saving Throw: None
Gem Used: Jasper
This spell can be cast in one of two forms: a warm
shield that protects against cold-based attacks, a chill
shield that protects against fire-based attacks. Both
return damage to creatures making physical attacks
against the wizard. The wizard must choose which
variation he memorizes when the spell is selected.
When casting this spell, the wizard appears to be
carrying a high-energy plasma charge on his or her
body. The arcing and sparking is thin and wispy, shed-ding no heat, and giving light about equal to the illumi-
nation of a normal torch. The sparking is blue colored
if the chill shield is cast, orange if the warm shield is
cast. The special powers of each shield are as follows:
A) Warm Shield. The arcs and sparks are warm to
the touch. Any cold-based attacks are saved
against with a +2 bonus; either half normal
damage or no damage is sustained. There is no
bonus against fire- or electrical-based attacks,
but if the wizard fails to make the required sav-
ing throw (if any) against them, he sustains
double normal damage.The material component for this variation is
a bit of phosphorus.
B) Chill Shield. The arcs and sparks are cool to the
touch. Any fire-based attacks are saved against
with a +2 bonus; either half normal damage or
no damage is sustained. There is no bonus
against cold- or electrical-based attacks, but if
the wizard fails to make the required saving
throw (if any) against them, he sustains double
normal damage.
The material component for this variation is
a live firefly or glow worm or the tail portionsof four dead ones.
This spell is the Lightning Dancers version of the
Fire Shieldspell, Players Handbook page 201.
Mordenkainen's Force MissilesRange: 30 yards + 10 yards / level
Components: V, S
Duration: Instantaneous
Casting Time: 4
Area of Effect: 1 7 targets
Saving Throw: Special
Gem Used: Moonstone
This is the standard, unmodified spell from Players
Option: Spells and Magic page 147.
Wall of LightningRange: 60 yards
Components: V, S, M
Duration: Special
Casting Time: 4
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Area of Effect: Special
Saving Throw: None
Gem Used: Onyx
The wall of lightning spell brings forth an immo-
bile, arcing curtain of magical electricity of shimmer-
ing color blue-white to yellow. The spell creates
either an opaque sheet of arcs and sparks up to one 20-
foot square per level of the spellcaster, or a ring with a
radius of up to 10 feet +5 feet per two levels of experi-
ence of the wizard. In either form, the wall of lightning
is 20 feet high.
The wall of lightning must be cast so that it is ver-
itcal with respect to the caster. One side of the wall,
selected by the caster, sends forth showers of electrical
sparks, inflicting 2d4 points of damage upon creatures
within 10 feet and 1d4 points of damage upon those
within 20 feet. In addition, the wall inflicts 2d6 points
of damage, plus 1 point of damage per level of the
spellcaster, upon any creature passing through it. Crea-
tures especially subject to fire may take additional
damage, and undead take twice normal damage ifignited. Note that attempting to catch a moving crea-
ture with a newly-created wall of lightning is diffucult;
a successful saving throw enables the creature to avoid
the wall, while its rate and direction of movement
determine which side of the created wall it is on. The
wall of lightning lasts as long as the wizard concen-
trates on maintaining it, or one round per level of expe-
rience of the wizard, in the event he does not wish to
concentrate upon it.
The material component of the spell is a bit of
copper wire.
This spell is the Lightning Dancers version of the
Wall of Fire spell, Players Handbook page 208.
Recharge A Lightning WandRange: Touch
Components: V, S, M
Duration: One Lightning Dance
Casting Time: 4
Area of Effect: One Wand of Lightning
Saving Throw: N/A
Gem Used:
Grasping the wand of lightning firmly in one hand,
the Lightning Dancer casts this spell immediately
before beginning a lightning dance. The result is thatfor each lightning strike he or she receives during the
dance, one charge is channeled into the wand for every
level of the wizard.
If enough strikes are channeled into the wand to
place it in danger of being overcharged, the wizard has
a 5% chance of being so into the moment of ecstacy of
channeling the lightning, that they may forget to drop
the wand to the ground.
If they are still holding the wand when that next
strike arrives: the wand will explode. If they have
dropped it before then, then they begin accumulating
their own charge from the storm, as per the usual
Lightning Dance.
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Fifth Level SpellsLeydens Repulsive ChargeRange: 30 yards
Components: V, S, M
Duration: 1 turn / level
Casting Time: 6
Area of Effect: 2 creatures
Saving Throw: Reverses
Gem Used: Rock Crystal
When cast, this spell creates two globes that look
like dull-red lightning balls. When the wizard speaks
the names of the two targets, the balls shoot directly to
each one of them, impinging on their forms. However,
the spheres do no damage to either one. For the dura-
tion of the spell, the two creatures affected cannot
approach within 10 feet of each other, nor can they be
forced closer to each other by any physical force.
If a save vs spell is successful, the repulsive forceis revrsed, and the two creatures are drawn irresistibly
together. For the duration of the spell, they cannot be
separated, no matter whether one or both dies before
the spell ends. This effectively raises the encumbrance
level for both to unmanageable proportions.
The material component of this spell is xxxxx .
Lightning RideRange: 0
Components: V
Duration: Instantaneous
Casting Time: 7Area of Effect: Caster
Saving Throw: None
Gem Used:
When this spell is used, the wizard instantly trans-
fers himself along with whatever they are wearing and
carrying, into a lightning bolt. The lightning bolt has a
range of 30 miles per level of the caster. If the destina-
tion is within the casters range, the lightning bolt will
strike the ground at the surface there, and re-form into
the wizard. If the destination is beyond their range, the
bolt will strike the ground at the range limit, on a direct
line between the departure point and intended destina-tion.
Proofing vs. CombustionRange: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
Gem Used: Sardonyx
See Players Option: Spells and Magic, page 148.
Protection From LightningRange: Touch
Components: V, S, M
Duration: Special
Casting Time: 7Area of Effect: 10 ft. cube
Saving Throw: None
Gem Used: Smoky Quartz
The effect of a Protection from Lightning spell
changes depending on who is the recipient of the magic
the caster of a group of creatures in a 10' cube. In
either case, the spell lasts no longer than one turn per
caster level.
If the spell is cast upon the caster, it confers com-
plete invulnerability to electrical attack such as dragon
breath, or magical lightning such as lightning bolt,
shocking grasp, storm giant, will o wisp, etc., until thespell has absorbed 15 points of electrical damage per level of
the caster, at which time the spell is negated.
If the spell is cast upon a group of creatures, it gives a
bonus of +4 to the die roll for saving throws made vs. electri-
cal attacks, and it reduced the damage sustained from such
attacks by 50%.
A short length of platinum wire is the material compo-
nent.
This spell is the Lightning Dancers version of the
fourth-level priests Protection from Lightning spell, Players
Handbook page 278.
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Sixth Level SpellsChain LightningRange: 40 yds. + 5 yds/level
Components: V, S, M
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2
Gem Used: Star Rose Quartz
See Players Handbook, page 221.
Control WeatherRange: 0
Components: V, S, M
Duration: 4d6 hours
Casting Time: 1 turn
Area of Effect: 4d4 square milesSaving Throw: none
Gem Used: Zircon
See Players Handbook, page 222
Cyrus Foggs Drunkards WalkRange:
Components: V, S
Duration: Near-instantaneous
Casting Time: 5
Area of Effect: Caster plus 1 companion per level
Saving Throw: N/A
Gem Used:
When cast, this spell converts the Lightning
Dancer and companion(s) into a bolt of lightning
which carries them to another location where they are
converted back to their original forms when the light-
ning strikes the ground (part of the spell, no treetop or
flagpole strikes).
The distance the spell will carry them is 1 to 10
miles (player rolls 1d10). The first half of the distance
WILL BE in the direction the caster chooses. For each
full mile after the halfway point, the DM will roll 1d6
to determine by how much the direction varies during
said mile:
1 = straight ahead
2 = 45 to left
3 = 45 to right
4 = 90 to left
5 = 90 to right
6 = straight ahead
The DM can then select the place where the trans-
portees re-materialize, based on the rolls. If a water-
landing is a problem, the bolt will seek out the nearest
shore (within that last 1/2 mile) or failing that a just-
submerged sand bar, or on board any vessel within
range, regardless whether it is large enough.
To cast this spell the caster must name each person
who is going (who must all be within 5 yards of caster)
and then name the compass bearing he wants to travel.
The material component is a lodestone that has
been pounded into bar form.
Lightning StrikeRange: 60 yards
Components: V, S, M
Duration: Instantaneous
Casting Time: 8
Area of Effect: 5 foot radius x 30 foot column,plus special
Saving Throw: 1/2
Gem Used: Amber
When the caster evokes a Lightning Strike spell, a
vertical column of lightning roars downward in the
location called for by the caster. Any creatures within
the area of effect must roll a saving throw vs. spell.Failure means the creature sustains 6d8 points of dam-
age; otherwise, the damage is halves.
Any creatures between 5 and 20 foot radius of the
strike point will receive 1d6 points of damage as the
lightning dissipates to ground.
The material component of this spell is a small
golden sleigh-bell.
This spell is the Lightning Dancers version of the
fifth-level priests Flame Strike spell, Players Hand-
book page 282.
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Seventh Level SpellsDelayed Blast Ball LightningRange: 100 yards + 10 yards/level
Components: V, S, M
Duration: Special
Casting Time: 7
Area of Effect: 20 foot radius
Saving Throw: 1/2
Gem Used: Alexandrite
This spell creates a ball of lightning, with a +1
bonus to each of its dice of damage, which releases its
blast anytime from instantly to five rounds later,
according to the command given by the wizard. Dam-
age is 1d6 points for each level of experience of the
spellcaster (up to a maximum of 10d6). If the blast
occurs inside a creature (i.e., it swallowed the ball)
then the damage is doubled. In other respects, the spell
is the same as the 2nd-levelBall Lightning.The spell is the Lightning Dancers version of the
Delayed Blast Fireball spell, Players Handbook page
233.
Poor Richards Personal DownpourRange: Line of Sight
Components: V, S, M
Duration: 3 rounds + 1 round per level
Casting Time: 8
Area of Effect: One person or creature
Saving Throw: 12 per round
Gem Used: Sapphire
This spell creates a small, opaque, and quite dark
thunderhead, approx 3 feet in diameter, which centers
itself over the head of the target. It will hover approx.
two feet overhead, and will follow the target around, at
whatever movement rate the target is able to achieve.
While the spell lasts, it will deliver one miniature light-
ning bolt to the target (for 1d4+1 points of damage
each) for every two levels of the casters ability. It will
also drop a continuous heavy downpour of rain on the
target, which can increase slipperiness of footing or
decrease the targets ability to see, at the DMs discre-
tion.Once cast, the wizard does not need to concentrate
any further on this spell, as it will proceed automati-
cally until it dissipates.
Going indoors will not save the target, as the cloud
will simply follow. If the target has himself buried in
the earth (at least 2-feet depth) the remaining lightning
strikes will cause no damage to him. However, going
into a cave or other underground place will be no more
effective than going inside a building.
The material component of this spell is a vial of
rainwater collected during a hurricane.
SpellNameRange:
Components:
Duration:
Casting Time: Area of Effect:
Saving Throw:
Gem Used:
TextOfSpellDescription.
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Eighth Level SpellsForcecageRange: 10 yards / 2 levels
Components: V, S, Special
Duration: 6 turns + 1/level
Casting Time: 3-4
Area of Effect: 20-foot cube
Saving Throw: None
Gem Used: Amethyst
See Players Handbook, page 234
SpellNameRange:
Components:
Duration:
Casting Time:
Area of Effect: Saving Throw:
Gem Used:
TextOfSpellDescription.
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Ninth Level SpellsMeteor SwarmRange: 40 yards + 10 yards/level
Components: V, S
Duration: Instantaneous
Casting Time: 9
Area of Effect: Special
Saving Throw: 12
Gem Used: Aquamarine
See Players Handbook, page 248
Wild WeatherRange: 0
Components: V, S, m
Duration: 1 day/level
Casting Time: 1 hour/level
Area of Effect: 1 square mile/levelSaving Throw: Special
Gem Used: Chrysoberyl
This spell resembles weather summoning, except
that the wizard can create bad weather than need not be
appropriate to the local area. Terrible wind or lightning
storms, torrential downpours, incredible heart or cold,
hailstones, even snowfalls are possible. The weather
condition created slows and damages all creatures
within the spells area of effect (including the caster,
encept a lightning dancer during a lightning storm).
Creatures caught in wild weathermove at one-third
their normal movement rate. Creatures caught in the
open take 1 point of damage per turn until they find
cover even going to ground and covering oneself is
sufficient cover, but in that case movement is halted.
If the weather created might be considered harm-
ful to the land or its plants and animals, then a spirit of
the land may intervene, at the DMs option. The spirit
must believe that damage would be unnaturally severe
(weather, after all, is a natural phenomenon); spells
aimed against other trespassers to its lands rarely inter-
est it. The spirit can save against the spell to negate its
effects, saving on a 5 or higher.
The material component for this spell is a large
glass bottle with air collected at a location where theweather is common. The wizard must wander through
the area to be affected, occasionally uncorking the bot-
tle to release some of the air for the entire preparation
time for the spell.
This spell is the Lightning Dancers version of the
eighth-level priests Wild Weatherspell, Dragon Kings,
page 128.
SpellNameRange:
Components:
Duration:
Casting Time:
Area of Effect:
Saving Throw:
Gem Used: TextOfSpellDescription.
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Tenth Level SpellsSpellNameRange:
Components:
Duration:
Casting Time:
Area of Effect:
Saving Throw:
Gem Used: Coral
TextOfSpellDescription.
SpellNameRange:
Components:
Duration:
Casting Time:
Area of Effect: Saving Throw:
Gem Used:
TextOfSpellDescription.
SpellNameRange:
Components:
Duration:
Casting Time:
Area of Effect:
Saving Throw:
Gem Used:
TextOfSpellDescription.
SpellNameRange:
Components:
Duration:
Casting Time:
Area of Effect:
Saving Throw:
Gem Used:
TextOfSpellDescription.
SpellNameRange:
Components:
Duration:
Casting Time:
Area of Effect:
Saving Throw:
Gem Used:
TextOfSpellDescription.
SpellNameRange:
Components:
Duration:
Casting Time:
Area of Effect: Saving Throw:
Gem Used:
TextOfSpellDescription.
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