Lightning Dancer Mage Handbook

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    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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    18 Lightning Dancer School