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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 specialty’s 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 or her 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 Dancer’s spells pass a great deal of two kinds of energy through the caster’s 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 Acquired Powers: 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 Dancer SCHOOL OF MAGIC by Peter W. Jokinen Under the A D & D Second Edition Rules

Lightning Dancer School Handbook

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Created under the AD&D Second Edition rules for making your own new Mage Schools. This one is for an electricity-using Mage, with the usual assortment of caveats and bonuses.

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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 harmto oneself.

The nature of this specialty’s spells are about thedifferent ways to use or discharge this energy to somespecific 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 or

her veins can regularly channel the kinds and intensi-ties of magical and electrical energies involved. There-fore the races allowed include:

HumansHalf-ElvesHalf-Dragon (Gold)Half-Dragon (Silver)Half-Dragon (Bronze)Dragons (as Dragon Mage class)Half-Orcs

Ability Requirements:Because a Lightning Dancer’s spells pass a great

deal of two kinds of energy through the caster’s body, aminimum constitution score of at least 15 as well as aminimum intelligence score of 9 is needed to become aConductor.

Saving Throw Modifiers:All opponents modify their saving throws by -1

when attempting to save against a lightning spell castby a Conductor.

A Conductor of 6th level and below adds a +1bonus when saving against lightning spells cast by oth-ers (this includes innate lightning weapons). Uponreaching seventh level, they are pretty much immune toelectricity.

A Conductor subtracts -1 when saving against anyactions by an Earth Elemental. Earth Elementals saveagainst lightning spells at +1.

Bonus Spells and AcquiredPowers:

A Conductor can memorize an extra spell at eachlevel, providing that at least one of the memorizedspells is from the school of Lightning.

A Conductor gains +1 when saving against allforms of electricity for each experience level, until theyreach immunity at seventh level:

Saving Modifier AgainstLevel 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

Oppositional SchoolsA Conductor can’t 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 incresingthe liklihood of thunderstorms.

2. Protective, with the creation of differing kindsof electrical fields or barriers between theattacker and the creature/object to be protected.

3. Attack, projecting electricity in various formsfrom the Conductor toward a target, resulting ina 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 orareas.

Ethos:A Lightning Dancer will always be of Chaotic

alignment, and his or her sanity will be somewhatquestionable, given the Conductor class’ sheer pleasurein cdancing out in the open during thunderstorms andsoaking 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 herpersonality, they certainly appreciate the lowering ofthe rate of lightning-started house, barn, and forest-fires.

Lightning Dancers can always be counted on toseek out excitement, though little of such can compareto dancing in a really good storm. Thus, it is rare forthem 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 spellsthat they keep at their home base. Treat as normal forhow 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 fromtheir own school, they do not use parchment, nor paperor even papyrus. Such materials with a LightningDancer 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 fullyear intact.

As this is not good to have happen inside a scrollcase, possibly damaging some valuable scrolls, theConductor 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 theLightning Dancer school. The gem must be of at least50 GP value for each level that the spell was cast into itat. All other normal rules for creating a scroll applies,it’s 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 activespell inside waiting to be released. Once the spell isused, the gem remains intact and can be used to containanother spell, except if the spell was put into the gemby a wizard casting at 16th level or above (800 GPvalue or more). In these cases, the gems tend to burnout when the spell is released.

2 Lightning Dancer School

Level One SpellsSpell Gem for Storing1. Heat Metal Azurite2. Light Air Banded Agate3. Missile Lightning Blue Quartz4. Poor Richard’s Dismal Day ..5. Shocking Grasp Eye Agate6. Spot Weld Haematite

Level Two SpellsSpell Gem for Storing1. Arc Weld Lapis Lazuli2. Ball Lightning Malachite3. Bolt Finger Moss Agate4. Direct Heat Obsidian5. Light Ball Rhodochrosite

Level Three SpellsSpell Gem for Storing1. Cyrus Fogs’s Greed Zapper ..2. Electric Arrow Tiger Eye Agate3. Lightning Armor Turquoise4. Lightning Bolt Bloodstone5. Lightning Whirlwind Carnelian6. Light Saber Chalcedony7. Produce Sparks Chrysoprase

Level Four SpellsSpell Gem for Storing1. Call Lightning Citrine2. Lightning Ride ..3. Lightning Shield Jasper4. Mordenkainen’s Force Missiles

Moonstone5. Wall of lightning Onyx6. Recharge a Lightning Wand ..

Level Five SpellsSpell Gem for Storing1. Leyden’s Repulsive Charge Rock Crystal2. Lightning Ride ..3. Proofing vs. Combustion Sardonyx4. Protection from Lightning Smoky Quartz5. .. ..

Level Six SpellsSpell Gem for Storing1. Chain Lightning Star Rose Quartz2. Control Weather Zircon3. Cyrus Fogg’s Drunkard’s Walk ..4. Lightning Strike Amber5. .. ..

Level Seven SpellsSpell Gem for Storing1. Delayed Blast Ball Lightning Alexandrite2. Poor Richard’s Personal Downpour Sapphire3. .. ..

Level Eight SpellsSpell Gem for Storing1. Forcecage Amethyst2. .. ..

Level Nine SpellsSpell Gem for Storing1. Meteor Swarm Aquamarine2. Wild Weather Chrysoberyl3. .. ..

Level Ten SpellsSpell Gem for Storing1. .. Coral2. .. ..

Lightning Dancer School 3

Spells of theLightning Dancer School

FirstLevel Spells

Heat MetalRange: TouchComponents: V, S, MDuration: 3 rounds plus 2 rds/level of casterCasting Time: 3Area of Effect: SpecialSaving Throw: SpecialGem Used: Azurite

By means of the heat metal spell, the caster is ableto make any metal heat up. Elven chain mail is notaffected. Magical metal armor receives an item savingthrow vs. magical fire. If this is successful, the heatmetal spell does not affect it.

The degree to which the metal object heats updepends on the conductivity. You can interpolate othermetals to the chart:

Metal being heated Temp. rise per roundPlatinum 3°

Gold 10°Silver 25°

Copper 45°Brass 60°Iron 100°

On the first round of the spell, the metal merelybecomes very warm and uncomfortable to touch (thisis also the effect on the last melee round of the spell’sduration). The caster must maintain his touch with theobject to continue heating it. The heat has no effect onthe caster, but could set fire to his garments if tooclose. Anyone else touching the heated metal exceptduring 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 isnot fire. Protection from lightning reduces the heatingeffects by half.

This spell is the Lightning Dancer’s version of theHeat Metal spell, Players Handbook page 261.

Light AirRange: 60 yardsComponents: V, MDuration: 1 turn / levelCasting Time: 1Area of Effect: 20-foot-radius globeSaving Throw: SpecialGem Used: Banded Agate

This spell creates a globular field 20' in radius andmagically ionizes the atmosphere inside until it glowsequal to torchlight. Objects in darkness beyond thissphere can be seen, at best, as vague and shadowyshapes. The spell is centered on a point selected by thecaster and he must have a line of sight and unob-structed path for the spell when it is cast. Conductorlight air can spring only from air, and this includes theair 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 thisspell is cast upon a creature the applicable magicalresistance and saving throw rolls must be made. Suc-cessful resistance negates the spell, while a successfulsaving throw indicates that the spell is centered imme-diately behind the creature itself.

Light air taken into an area of magical darknessfunctions normally, although nothing outside the fieldcan be seen. If cast directly against magical darkness ithas no effect. Any being inside the field will feel theirhair 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 Dancer’s version of the

Light spell, Players Handbook page 176.

Missile LightningRange: 60 yards + 10 yards / levelComponents: V, SDuration: InstantaneousCasting Time: 1Area of Effect: 1 or more creatures in a 10' cubeSaving Throw: NoneGem Used: Blue Quartz

Use of the Missile Lightning spell creates up tofive missiles of miniature lightning bolts that dart forthfrom the wizard’s fingertip and unerringly strike theirtarget. This includes enemy creatures in a melee. Thetarget creature must be seen or otherwise detected to behit, however, so near-total concealment, such as thatoffered by arrow slits, can ground the bolts and renderthe spell ineffective.

Likewise, the caster must be able to identify thetarget. He cannot direct a missile lightning to “strikethe commander of the legion.” unless he can single outthe commander from the rest of the soldiers. Inanimateobjects (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 pointsof damage. Any creature partially buried in the groundtakes only half damage. Any creature partiallyimmersed in water also takes only half damage, but sodo any creatures within 10' of it.

For every two extra levels of experience, the wiz-

4 Lightning Dancer School

ard gains an additional missile — he has two at 3rdlevel, three at 5th level, four at 7th level, etc., up to amaximum of five missiles at 9th level. If the wizardhas multiple missile capability, he can have them strikea single target creature or several creatures, as desired.

This spell is the Lightning Dancer’s version of theMagic Missile spell, Players Handbook page 176.

Poor Richard's Dismal DayRange: TouchComponents: V, S, MDuration: 2 days + 1 day / levelCasting Time: 3Area of Effect: 1 personSaving Throw: NegatesGem Used: …

This spell creates a thin, rather unpleasant lookingcloud approx. 3 feet in diameter, directly over the headof the target of the spell. The cloud emits a continuousdrizzle for as long as it remains in effect. Whenever thetarget is close to other people there is a 10% chance ofa sudden squall happening, which will soak the targetand any people within a 5' radius of him.

The material component is a thorn pulled from ahedgerow during a downpour.

Shocking GraspRange: TouchComponents: V, SDuration: SpecialCasting Time: 1Area of Effect: Creature touchedSaving Throw: NoneGem Used: Eye Agate

This is the standard spell, unchanged. See PlayersHandbook page 178.

Spot WeldRange: TouchComponents: V, SDuration: 1 spot-weld / levelCasting Time: 1Area of Effect: Spot held between finger and

thumbSaving Throw: NoneGem Used: Haematite

This spell draws electrical current from the caster,and magically applies pressure to the two thin pieces ofmetal held between the points of the caster’s fingers.The spot-weld holds with the strength of an iron rivet ifit had been applied in the same place. While this is use-less against a lock set into a door, it could fuse theworks of a thin padlock.

Lightning Dancer School 5

SecondLevel Spells

Arc WeldRange: TouchComponents: V, S, MDuration: 2 rounds + 1 round / levelCasting Time: 2Area of Effect: Space spanned by finger and

thumb tipsSaving Throw: NoneGem Used: Lapis Lazuli

Upon casting this spell, an arc forms between thetips of the caster’s left thumb and forefinger. If thecaster holds the ard along the junction of two pieces ofiron-based metal, it will begin to melt it. If the caster oran assistant adds thin metal to the molten puddle as thecaster slides his hand along the joint to be welded, aneatly arc-welded bead can be laid down at a rate of 6inches per round.

Ball LightningRange: 10 yards + 10 yards / levelComponents: V, S, MDuration: InstantaneousCasting Time: 3Area of Effect: 20-foot radiusSaving Throw: 1/2Gem Used: Malachite

Ball lightning is an explosive burst of wild light-ning, which detonates with a low roar and deliversdamage proportional to the level of the wizard whocast 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 pressureand generally conforms to the shape of the area inwhich it occurs. The ball of lightning fills an area equalto its normal spherical volume (roughly 33,000 cubicfeet — 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 burstradius, and the heat of the ball of lightning melts softmetals such as gold, copper, silver, etc. Exposed itemsrequire saving throws vs. magical fire to determine ifthey are affected, but items in the possession of a crea-ture that rolls a successful saving throw are unaffectedby the fireball.

The wizard points his finger and speaks the range(distance and height) at which the ball of lightning is toburst. 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 intothe ball of lightning (an early impact results in an earlydetonation). Creatures failing their saving throws eachsuffer full damage from the blast. Those who roll suc-cessful saving throws manage to dodge, fall flat, or rollaside, each receiving half damage. (The DM rolls thedamage and each affected creature suffers either fulldamage or half damage [round fractions down],depending on whether the creature saved or not).

The material component of this spell is a piecebroken from a weather vane.

This spell is the Lightning Dancer’s version of theFireball spell, Players Handbook page 191.

Bolt FingerRange: 6 inches from caster’s fingertipComponents: V, SDuration: Until dispelled, up to 1 turnCasting Time: 3Area of Effect: TouchSaving Throw: NegatesGem Used: Moss Agate

The bolt finger spell enables the caster to cause a6-inch jet of electrically charged plasma to be projectedfrom the tip of his or her finger. This jet is very hot andwill ignite combustible materials such as parchment,twigs, kindling, and the like without difficulty, even ifthe materials are damp.

If the jet is held against a more solid object, suchas a metal lock or a coffle chain, it may possibly burn ahole through it by the end of the turn (50% chance),and will definitely weaken it, which improves thechance for anyone to break the object by +2 on theirOpen Doors roll.

Direct HeatRange: TouchComponents: V, S, MDuration: 4 rounds, plus 2 rounds / levelCasting Time: 3Area of Effect: SpecialSaving Throw: SpecialGem Used: Obsidian

By means of the direct heat spell, the caster is ableto make any non-metallic object held between his orher hands heat up.

The degree to which the object heats up dependson the resistance. You can interpolate other materials tothe chart:

Material being heated Temp. rise per roundStone 3°

Earthenware 10°Glass 20°

Wet Wood 45°

6 Lightning Dancer School

Dry Wood 75°Papers & Fabrics 100°

On the first round of the spell, the material merelybecomes very warm and uncomfortable to touch (thisis also the effect on the last melee round of the spell’sduration). The caster must maintain his touch with theobject to continue heating it. The heat has no effect onthe caster, but could set fire to his garments if tooclose. Anyone else touching the heated material exceptduring 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 isnot fire. Protection from lightning reduces the heatingeffects by half.

This spell is a variation of the Lightning Dancer’sversion of the Heat Metal spell, Players Handbookpage 261.

Light BallRange: 60 yardsComponents: V, SDuration: PermanentCasting Time: 2Area of Effect: 60-foot radiusSaving Throw: SpecialGem Used: Rhodochrosite

This spell creates a tiny ball of lightning whichwill 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. Ifthe ball is placed inside some kind of lantern that canbe 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 theotherwise prevailing light conditions exist in the over-lapping areas of effect.

This spell is the Lightning Dancer’s version of theContinual Light spell, Players Handbook page 181.

Lightning Dancer School 7

ThirdLevel Spells

Cyrus Fogg's Greed ZapperRange: 5 yards / level of casterComponents: V, S, MDuration: 1 week + 2 days / levelCasting Time: 3Area of Effect: 1 object, up to 4' X 8' X 1' (or

equal volume)Saving Throw: vs. Spell – negates attractionGem Used: …

An object into which the Greed Zapper spell hasbeen cast will give off an eerie blue-white glow. Thisglow will attract the attention of any sentient races whohappen to have any greed for gold and other loot.

Once such a person catches sight of the enchantedobject, 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 hitpoints damage per level of the caster, to a maximum of15 points.

The material component of this spell is a rod-shaped lodestone, which is touched to the object at themoment of enchantment. There is a cumulative 5%increase in the natural magnetism of the lodestone witheach casting of this spell.

Electric ArrowRange: 30 yards + 10 yards / levelComponents: V, S, MDuration: 1 roundCasting Time: 3Area of Effect: SpecialSaving Throw: NoneGem Used: Tiger Eye Agate

The wizard can cause normal arrows or crossbowbolts to become magical miniature lightning bolts oncethey leave the bowstring, for one round. The missilesmust be nocked and darwn (or cocked) at the comple-tion of the spell. If they are not loosed within oneround, they are consumed by the magic. For every fivelevels the caster has achieved, up to 10 arrows or boltscan be affected. The arrows inflict normal damage,plus 2 points of fire damage to any target struck. Theymay also cause incendiary damage. This version of thespell is used most often in large battles.

The material components for this spell are a bit ofcopper wire and an eagle’s feather.

This spell is the Lightning Dancer’s version of theFlame Arrow spell, Players Handbook page 192.

Lightning ArmorRange: TouchComponents: V, S, MDuration: SpecialCasting Time: 2 roundsArea of Effect: 1 creatureSaving Throw: NoneGem Used: Turquoise

By means of this spell, the wizard creates a magi-cal field of electrical force that serves as if it werebanded mail armor (AC 4). The spell has no effect on aperson already armored or a creature with naturalArmor Class 4 or better. It is not cumulative with theshield shell, nor with lightning shield, but it is cumula-tive with Dexterity and, in the case of fighter/mages,with the shield bonus. The lightning armor spell doesnot hinder movement or prevent spellcasting, and addsno weight or encumbrance. It lasts until successfullydispelled or until the wearer sustains cumulative dam-age totalling greater than 12 points +1 per level of thecaster. (It is important to note that the armor does notabsorb this damage. The armor merely grants an AC of4; the wearer still suffers full damage from any suc-cessful attacks.) Thus, the wearer might suffer 16points from an attack, then several minutes later sustainan additional 1 point of damage. Since the spellrequires a minimum 5th-level caster, it would be dis-pelled at this time unless the caster were of higherlevel. Until it is dispelled, the lightning armor spellgrants 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 attacker’s weapon will be damaged enough tomake it useless (by fire if wood or bone, by melting ifmetal or stone). Magical weapons, of course, get a sav-ing throw.

The material component is a piece of finely curedleather that has been blessed by a priest.

The spell is the Lightning Dancer’s version of theArmor spell, Players Handbook page 170.

Lightning BoltRange: 40 yards + 10 yards / levelComponents: V, S, MDuration: InstantaneousCasting Time: 3Area of Effect: SpecialSaving Throw: 1/2Gem Used: Bloodstone

The standard spell, unchanged, unmodified (SEE:Players Handbook page 194).

Lightning WhirlwindRange: 15 yards

8 Lightning Dancer School

Components: V, S, MDuration: 1 round / levelCasting Time: 3Area of Effect: 5-foot radiusSaving Throw: NegatesGem Used: Carnelian

A lightning whirlwind spell creates a 10-foot tall,2-foot diameter whirlwind made up of miniature light-ning bolts within 15 yards of the caster. This whirlwindgoes in whichever direction the wizard points, at a rateof 30 feet per round. It jumps over barriers less than 4feet tall, such as furniture, low walls, etc. Flammablesubstances 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 burningdamage. Those within 5 feet of the whirlwind’s surfacemust also save or suffer 1d4 points of heat damage. Asuccessful saving throw means no damage is suffered.The DM may adjust the saving throws if there is littleor no room to dodge the whirlwind.

The whirlwind moves as long as the spellcasteractively directs it; otherwise, it merely stays in onespot. It cannot pick up objects or cause wind damagelike a natural tornado or dust devil. It cannot pushunwilling creatures aside or batter down large obsta-cles.

The material components are a bit of tallow, alodestone and a dusting of powdered iron.

This spell is the Lightning Dancer’s version of theFlaming Sphere spell, Players Handbook page 182.

Light SaberRange: 0Components: V, S, MDuration: 4 rounds + 1 round / levelCasting Time: 4Area of Effect: 3-foot long ‘blade’Saving Throw: NoneGem Used: Chalcedony

With this spell, the caster causes a three-foot blaz-ing ray of very highly charged plasma to spring forthfrom his hand. This bladelike ray is wielded as if itwere a saber. If the caster successfully hits with thelight saber in melee combat, the creature struck suffers1d6+4 points of damage, with a damage bonus of +2 ifthe creature is expecially vulnerable to fire. If the crea-ture is protected from fire or lightning, the damageinflucted is reduced by 2 points. Fire dwellers andthose using fire as an innate attack form suffer no dam-age from the spell. The light saber can ignite com-bustible materials such as parchment, straw, dry sticks,cloth, etc. However, it is not a magical weapon in thenormal sense of the term, so creatures struck only bymagical weapons are not harmed by it. This spell doesnot function under water.

Similar in principle to Bolt Finger, it is much morepowerful against objects. If the jet is held against amore solid object, such as a metal lock or a cofflechain, it may possibly burn a hole through by the endof the turn (70% chance), and will definitely weaken it,which improves the chance for anyone to break theobject by +4 on their Open Doors roll.

The material component is a leaf from a sumactree.

This spell is the Lightning Dancer’s version of thesecond-level Priest’s Flame Blade spell, Players Hand-book page 260.

Produce SparksRange: 0Components: V, SDuration: InstantaneousCasting Time: 3Area of Effect: The CasterSaving Throw: 1/2Gem Used: Chrysoprase

When the wizard casts this spell, a shower ofsparks shoots out of his or her fingertips. The caster’shands must be held so as to send a fanlike sheet ofsparks: the wizard’s thumbs must touch each other andthe fingers must be spread. Produce sparks sendshighly charged sparks 5-feet out in a horizontal ard ofabout 120 degrees in front of the wizard. Any creaturein 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 ifno other action is taken.

This spell is the Lightning Dancer’s version of theBurning Hands spell, Players Handbook page 170.

Lightning Dancer School 9

FourthLevel Spells

Call LightningRange: 400 yardsComponents: V, SDuration: 1 turn / levelCasting Time: 1 turnArea of Effect: 15-foot radiusSaving Throw: 1/2Gem Used: Citrine

When a call lightning spell is cast, there must be astorm of some sort in the area — a rain shower, cloudsand 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 ableto call down bolts of lightning. The caster can calldown one bolt per turn. The caster need not call a boltof lightning immediately — other actions, even spell-casting, can be performed; however, the caster mustremain stationary and concentrate for a full round eachtime a bolt is called. The spell has a duration of oneturn per caster level. Each bolt causes 2d6 points ofelectrical damage, plus an additional 1d6 points foreach of the caster’s experience levels.Thus, a 4th-levelcaster calls down a 6d6 bolt (2d6 : 4d6). A Dark Sun30th-level caster could do 32d6 damage with this spell!

The bolt of lightning flashes down in a verticalstroke at whatever distance the spellcaster decides, upto 400 yards away. Any creature within a 10-footradius of the path or the point where the lightningstrikes suffers full damage unless a successful savingthrow versus spell is rolled, in which case only one-half damage is taken.

Because it requires a storm overhead, this spellcan 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 asaving throw is made is 1/4 normal.

This spell is the Lightning Dancer’s version of thethird level Priest’s Call Lightning spell, Players Hand-book page 266.

Lightning ShieldRange: 0Components: V, S, MDuration: 2 rounds + 1 round / levelCasting Time: 4Area of Effect: The CasterSaving Throw: NoneGem Used: Jasper

This spell can be cast in one of two forms: a warmshield that protects against cold-based attacks, a chillshield that protects against fire-based attacks. Bothreturn damage to creatures making physical attacksagainst the wizard. The wizard must choose whichvariation he memorizes when the spell is selected.

When casting this spell, the wizard appears to becarrying a high-energy plasma charge on his or herbody. 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 coloredif the chill shield is cast, orange if the warm shield iscast. The special powers of each shield are as follows:

A) Warm Shield. The arcs and sparks are warm tothe touch. Any cold-based attacks are savedagainst with a +2 bonus; either half normaldamage or no damage is sustained. There is nobonus against fire- or electrical-based attacks,but if the wizard fails to make the required sav-ing throw (if any) against them, he sustainsdouble normal damage.

The material component for this variation isa bit of phosphorus.

B) Chill Shield. The arcs and sparks are cool to thetouch. Any fire-based attacks are saved againstwith a +2 bonus; either half normal damage orno damage is sustained. There is no bonusagainst cold- or electrical-based attacks, but ifthe wizard fails to make the required savingthrow (if any) against them, he sustains doublenormal damage.

The material component for this variation isa live firefly or glow worm or the tail portionsof four dead ones.

This spell is the Lightning Dancer’s version of theFire Shield spell, Players Handbook page 201.

Mordenkainen's Force MissilesRange: 30 yards + 10 yards / levelComponents: V, SDuration: InstantaneousCasting Time: 4Area of Effect: 1 – 7 targetsSaving Throw: SpecialGem Used: Moonstone

This is the standard, unmodified spell from PlayersOption: Spells and Magic page 147.

Wall of LightningRange: 60 yardsComponents: V, S, MDuration: SpecialCasting Time: 4

10 Lightning Dancer School

Area of Effect: SpecialSaving Throw: NoneGem 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 createseither an opaque sheet of arcs and sparks up to one 20-foot square per level of the spellcaster, or a ring with aradius of up to 10 feet +5 feet per two levels of experi-ence of the wizard. In either form, the wall of lightningis 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 electricalsparks, inflicting 2d4 points of damage upon creatureswithin 10 feet and 1d4 points of damage upon thosewithin 20 feet. In addition, the wall inflicts 2d6 pointsof damage, plus 1 point of damage per level of thespellcaster, upon any creature passing through it. Crea-tures especially subject to fire may take additionaldamage, 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 avoidthe wall, while its rate and direction of movementdetermine which side of the created wall it is on. Thewall 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 toconcentrate upon it.

The material component of the spell is a bit ofcopper wire.

This spell is the Lightning Dancers’ version of theWall of Fire spell, Players Handbook page 208.

Recharge A Lightning WandRange: TouchComponents: V, S, MDuration: One Lightning DanceCasting Time: 4Area of Effect: One Wand of LightningSaving Throw: N/AGem Used: …

Grasping the wand of lightning firmly in one hand,the Lightning Dancer casts this spell immediatelybefore beginning a lightning dance. The result is thatfor each lightning strike he or she receives during thedance, one charge is channeled into the wand for everylevel of the wizard.

If enough strikes are channeled into the wand toplace it in danger of being overcharged, the wizard hasa 5% chance of being so into the moment of ecstacy ofchanneling the lightning, that they may forget to dropthe wand to the ground.

If they are still holding the wand when that next

strike arrives: the wand will explode. If they havedropped it before then, then they begin accumulatingtheir own charge from the storm, as per the usualLightning Dance.

Lightning Dancer School 11

Fifth Level SpellsLeyden’s Repulsive ChargeRange: 30 yardsComponents: V, S, MDuration: 1 turn / levelCasting Time: 6Area of Effect: 2 creaturesSaving Throw: ReversesGem Used: Rock Crystal

When cast, this spell creates two globes that looklike dull-red lightning balls. When the wizard speaksthe names of the two targets, the balls shoot directly toeach 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 cannotapproach within 10 feet of each other, nor can they beforced 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 irresistiblytogether. For the duration of the spell, they cannot beseparated, no matter whether one or both dies beforethe spell ends. This effectively raises the encumbrancelevel for both to unmanageable proportions.

The material component of this spell is xxxxx .

Lightning RideRange: 0Components: VDuration: InstantaneousCasting Time: 7Area of Effect: CasterSaving Throw: NoneGem Used: …

When this spell is used, the wizard instantly trans-fers himself along with whatever they are wearing andcarrying, into a lightning bolt. The lightning bolt has arange of 30 miles per level of the caster. If the destina-tion is within the caster’s range, the lightning bolt willstrike the ground at the surface there, and re-form intothe wizard. If the destination is beyond their range, thebolt will strike the ground at the range limit, on a directline between the departure point and intended destina-tion.

Proofing vs. CombustionRange: TouchComponents: V, S, MDuration: PermanentCasting Time: 1 turnArea of Effect: SpecialSaving Throw: None

Gem Used: Sardonyx

See Players Option: Spells and Magic, page 148.

Protection From LightningRange: TouchComponents: V, S, MDuration: SpecialCasting Time: 7Area of Effect: 10 ft. cubeSaving Throw: NoneGem Used: Smoky Quartz

The effect of a Protection from Lightning spellchanges depending on who is the recipient of the magic— the caster of a group of creatures in a 10' cube. Ineither case, the spell lasts no longer than one turn percaster level.

If the spell is cast upon the caster, it confers com-plete invulnerability to electrical attack such as dragonbreath, 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 ofthe caster, at which time the spell is negated.

If the spell is cast upon a group of creatures, it gives abonus of +4 to the die roll for saving throws made vs. electri-cal attacks, and it reduced the damage sustained from suchattacks by 50%.

A short length of platinum wire is the material compo-nent.

This spell is the Lightning Dancer’s version of thefourth-level priest’s Protection from Lightning spell, PlayersHandbook page 278.

12 Lightning Dancer School

Sixth Level SpellsChain LightningRange: 40 yds. + 5 yds/levelComponents: V, S, MDuration: InstantaneousCasting Time: 5Area of Effect: SpecialSaving Throw: 1/2Gem Used: Star Rose Quartz

See Players Handbook, page 221.

Control WeatherRange: 0Components: V, S, MDuration: 4d6 hoursCasting Time: 1 turnArea of Effect: 4d4 square milesSaving Throw: noneGem Used: Zircon

See Players Handbook, page 222

Cyrus Fogg’s Drunkard’s WalkRange: …Components: V, SDuration: Near-instantaneousCasting Time: 5Area of Effect: Caster plus 1 companion per levelSaving Throw: N/AGem Used: …

When cast, this spell converts the LightningDancer and companion(s) into a bolt of lightningwhich carries them to another location where they areconverted back to their original forms when the light-ning strikes the ground (part of the spell, no treetop orflagpole strikes).

The distance the spell will carry them is 1 to 10miles (player rolls 1d10). The first half of the distanceWILL BE in the direction the caster chooses. For eachfull mile after the halfway point, the DM will roll 1d6to determine by how much the direction varies duringsaid mile:

1 = straight ahead2 = 45° to left3 = 45° to right4 = 90° to left5 = 90° to right6 = 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 nearestshore (within that last 1/2 mile) or failing that a just-

submerged sand bar, or on board any vessel withinrange, regardless whether it is large enough.

To cast this spell the caster must name each personwho 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 hasbeen pounded into bar form.

Lightning StrikeRange: 60 yardsComponents: V, S, MDuration: InstantaneousCasting Time: 8Area of Effect: 5 foot radius x 30 foot column,

plus specialSaving Throw: 1/2Gem Used: Amber

When the caster evokes a Lightning Strike spell, avertical column of lightning roars downward in thelocation called for by the caster. Any creatures withinthe 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 thestrike point will receive 1d6 points of damage as thelightning dissipates to ground.

The material component of this spell is a smallgolden sleigh-bell.

This spell is the Lightning Dancers’ version of thefifth-level priest’s Flame Strike spell, Players Hand-book page 282.

Lightning Dancer School 13

Seventh Level SpellsDelayed Blast Ball LightningRange: 100 yards + 10 yards/levelComponents: V, S, MDuration: SpecialCasting Time: 7Area of Effect: 20 foot radiusSaving Throw: 1/2Gem Used: Alexandrite

This spell creates a ball of lightning, with a +1bonus to each of its dice of damage, which releases itsblast 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 thespellcaster (up to a maximum of 10d6). If the blastoccurs inside a creature (i.e., it swallowed the ball)then the damage is doubled. In other respects, the spellis the same as the 2nd-level Ball Lightning.

The spell is the Lightning Dancers’ version of theDelayed Blast Fireball spell, Players Handbook page233.

Poor Richard’s Personal DownpourRange: Line of SightComponents: V, S, MDuration: 3 rounds + 1 round per levelCasting Time: 8Area of Effect: One person or creatureSaving Throw: 1⁄2 per roundGem Used: Sapphire

This spell creates a small, opaque, and quite darkthunderhead, approx 3 feet in diameter, which centersitself over the head of the target. It will hover approx.two feet overhead, and will follow the target around, atwhatever 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 damageeach) for every two levels of the caster’s ability. It willalso drop a continuous heavy downpour of rain on thetarget, which can increase slipperiness of footing ordecrease the target’s ability to see, at the DM’s discre-tion.

Once cast, the wizard does not need to concentrateany further on this spell, as it will proceed automati-cally until it dissipates.

Going indoors will not save the target, as the cloudwill simply follow. If the target has himself buried inthe earth (at least 2-feet depth) the remaining lightningstrikes will cause no damage to him. However, goinginto a cave or other underground place will be no moreeffective than going inside a building.

The material component of this spell is a vial ofrainwater collected during a hurricane.

SpellNameRange: …Components: …Duration: …Casting Time: …Area of Effect: …Saving Throw: …Gem Used: …

TextOfSpellDescription.

14 Lightning Dancer School

Eighth Level SpellsForcecageRange: 10 yards / 2 levelsComponents: V, S, SpecialDuration: 6 turns + 1/levelCasting Time: 3-4Area of Effect: 20-foot cubeSaving Throw: NoneGem Used: Amethyst

See Players Handbook, page 234

SpellNameRange: …Components: …Duration: …Casting Time: …Area of Effect: …Saving Throw: …Gem Used: …

TextOfSpellDescription.

Lightning Dancer School 15

Ninth Level SpellsMeteor SwarmRange: 40 yards + 10 yards/levelComponents: V, SDuration: InstantaneousCasting Time: 9Area of Effect: SpecialSaving Throw: 1⁄2Gem Used: Aquamarine

See Players Handbook, page 248

Wild WeatherRange: 0Components: V, S, mDuration: 1 day/levelCasting Time: 1 hour/levelArea of Effect: 1 square mile/levelSaving Throw: SpecialGem Used: Chrysoberyl

This spell resembles weather summoning, exceptthat the wizard can create bad weather than need not beappropriate to the local area. Terrible wind or lightningstorms, torrential downpours, incredible heart or cold,hailstones, even snowfalls are possible. The weathercondition created slows and damages all creatureswithin the spell’s area of effect (including the caster,encept a lightning dancer during a lightning storm).Creatures caught in wild weather move at one-thirdtheir normal movement rate. Creatures caught in theopen take 1 point of damage per turn until they findcover — even going to ground and covering oneself issufficient 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 ofthe land may intervene, at the DM’s option. The spiritmust believe that damage would be unnaturally severe(weather, after all, is a natural phenomenon); spellsaimed against other trespassers to its lands rarely inter-est it. The spirit can save against the spell to negate itseffects, saving on a 5 or higher.

The material component for this spell is a largeglass bottle with air collected at a location where theweather is common. The wizard must wander throughthe area to be affected, occasionally uncorking the bot-tle to release some of the air for the entire preparationtime for the spell.

This spell is the Lightning Dancers’ version of theeighth-level priest’s Wild Weather spell, Dragon Kings,page 128.

SpellNameRange: …Components: …Duration: …Casting Time: …Area of Effect: …Saving Throw: …Gem Used: …

TextOfSpellDescription.

16 Lightning Dancer School

Tenth Level SpellsSpellNameRange: …Components: …Duration: …Casting Time: …Area of Effect: …Saving Throw: …Gem Used: Coral

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SpellNameRange: …Components: …Duration: …Casting Time: …Area of Effect: …Saving Throw: …Gem Used: …

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SpellNameRange: …Components: …Duration: …Casting Time: …Area of Effect: …Saving Throw: …Gem Used: …

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SpellNameRange: …Components: …Duration: …Casting Time: …Area of Effect: …Saving Throw: …Gem Used: …

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SpellNameRange: …Components: …Duration: …Casting Time: …Area of Effect: …Saving Throw: …Gem Used: …

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SpellNameRange: …Components: …Duration: …Casting Time: …Area of Effect: …Saving Throw: …Gem Used: …

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Lightning Dancer School 17

18 Lightning Dancer School