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Spells

Horizon Thunder Sphere

You gather magical energy into your palm, forming a concentrated ball of electricity that crackles and rumbles like impossibly distant thunder.

commonAttackElectricityEvocation
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.