Horizon Thunder Sphere
You gather magical energy into your palm, forming a concentrated ball of electricity that crackles and rumbles like impossibly distant thunder.
- Rank
- Rank 1
- Trad
- Arcane, Primal
- Cast
- 2 to 2 rounds
- Range
- varies
- Damage
- 3d6 electricity
- Rank
- 1
- Cast
- 2 to 2 rounds
- Range
- varies
- Damage
- 3d6 electricity
You gather magical energy into your palm, forming a concentrated ball of electricity that crackles and rumbles like impossibly distant thunder. Make a ranged spell attack roll against your target's AC. On a success, you deal 3d6 electricity damage. On a critical success, the target takes double damage and is for 1 round. The number of actions you spend when Casting this Spell determines the range and other parameters.
2 This spell has a range of 30 feet.
3 This spell has a range of 60 feet and deals half damage on a failure (but not a critical failure) as the electricity lashes out and jolts the target.
Two Rounds If you spend 3 actions Casting the Spell, you can avoid finishing the spell and spend another 3 actions on your next turn to empower the spell even further. If you do, after attacking the target, whether you hit or miss, the ball of lightning explodes, dealing ] damage to all other creatures in a around the target (basic Reflex save). Additionally, you spark with electricity for 1 minute, dealing ] damage to creatures that Grab you or that hit you with an unarmed Strike or a non-reach melee weapon.
Heightened (+1) The initial damage on a hit, as well as the burst damage for two-round casting time, each increase by 2d6, and the damage creatures take if they Grapple or hit you while you're in your sparking state increases by 1.