Bottled Lightning
Store and weaponize glass containers filled with lightning.
Tier I - Druid Spell
Deals a significant amount of electrical damage to a small area with a stored bolt of lightning.
Spell Tier | I |
---|---|
Action Type | Action |
Mana Cost | 1 |
Range | 20 Meters / 1 Meter Blast |
Requirements | Voice, 1 Free Hand, Bottle of Lightning |
Sustain | 1 Mana |
Traits | Audible, Visible |
The ability to contain lighting within glass is an ancient practice taught only by the druids.
Store Lighting: You can store lighting in a small or larger glass container. To do so you must use a Full Round Action to cast this portion of the spell during a lighting storm while holding the glass container above you. Casting this spell attracts the lighting to the container but does not damage the caster or anything nearby. Once the container is sealed the lighting inside appears to be frozen, but is, in fact, moving very, very slowly. The Bottled Lighting remains sealed and usable until released or this spell is no longer being sustained.
Sustaining: Sustaining this spell allows the bolt of lightning to remain frozen within the glass, otherwise the energy would eventually be released and dissipate. You automatically stop sustaining this spell if the Bottle of Lighting is released.
Release Lighting: The wielder of a Bottle of Lighting can use their Action to aim and release the bolt contained within. Target a 1 Meter Blast within Range. Creatures in the Area must Roll a Dexterity Saving Throw. The DC is equal to 12 + the spellcasting modifier of the Druid that made this Bottle of Lighting. The lightning can additionally be released if the bottle is broken as part of a Ranged, Melee or Thrown Attack.
Fail: Creatures that Fail the Saving Throw are dealt 6d6 Electrical Damage.
Pass: Creatures that Pass the Saving Throw are dealt half the above damage.
Special: Unequipped Flammables within this spell’s area automatically ignite. Wet, Soaked or creatures currently standing in or submerged in Water or Liquid are dealt double damage.
Overpower: The caster can spend 1 additional Mana to increase the Range of this Spell when released by 10 Meters,
Or increase the Blast Radius of this Spell by 1 Meter,
Or increase the Save DC for this instance of this Spell by 2,
Or increase the Damage dealt by this Spell by 1d6 Electrical Damage.