Description
- School: evocation (air, electricity)
- Classes: arcanist 4, bloodrager 4, druid 4, hunter 4, magus 4, occultist 4, shaman 4, sorcerer 4, wizard 4
- Casting Time: 1 standard action
- Range: Medium (100 ft. + 10 ft./level)
- Effect: two or more 5-ft.-diameter spheres
- Duration: 1 round/level
- Save: Reflex negates
- Components: V, S, M (a small iron ring), DF
- Dismissible: No
- Shapeable: No
- Spell Resistance: Yes
You create two globes of lightning that fly in whichever direction you indicate. For every 4 caster levels above 7th, you create an additional globe of lightning (3 globes at 11th, 4 globes at 15th, to the maximum of 5 globes at 19th). These globes fly at a rate of 20 feet per round and have perfect maneuverability. Wind does not affect a flying sphere's course.
If a globe enters a space with a creature, it stops moving for the round and deals 3d6 points of electricity damage to that creature, though a successful Reflex save negates the damage. Creatures wearing metal armor take a -4 penalty on this saving throw.
Each globe moves as long as you actively direct it (it's a move action for you to direct all the spheres created by a single casting of this spell); otherwise they stay at rest. These globes have no mass and cannot push aside unwilling creatures or move solid objects. A ball lightning globe winks out if it exceeds the spell's range.