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AD&D Players Handbook/Database/Spells/Magic-User/lightning Bolt

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  1. lightning Bolt


Class Magic-User
Spell level 3
School Evocation
Reversible No
Range 4" + 1"Aevel
Duration lnstontaneous
Area of Effect Special
Components V, S, M
Casting Time 3 segments
Saving Throw M Level: 3


    1. Description

Upon casting this spell, the magic user releases a powerful stroke of electrical energy which causes damage equal to 1 six- sided die (d6) for each level of experience of the spell caster to creatures within its area of effect, or 50% of such damage to such creatures which successfully save versus the attack form. The range of the bolt is the location of the commencement of the stroke, i.e. if shot to 6", the bolt would extend from this point to n inches further distance. The lightning bolt will set fire to combustibles, sunder wooden doors, splinter up to 1' thickness of stone, and melt metals with a low melting point (lead, gold, copper, silver, bronze). Saving throws must be made for objects which withstand the full force of a stroke (cf. fireball). The area of the lightning bolt's effect is determined by the spell caster, just as its distance is. The stroke can be either a forking bolt 1" wide and 4" long, or a single bolt %" wide and 8 " long. If a 12th level magic-user cast the spell at its maximum range, 16" in this case, the stroke would begin at 1 6 " and flash outward from there, as a forked bolt ending at 20" or a single one ending at 24". If the full length of the stroke is not possible due to the interposition of CI non- conducting barrier (such as a stone wall), the lightning bolt will double and rebound towards its caster, its length being the normal total from beginning to end of stroke, damage caused to interposing barriers notwithstanding. Example: An 8' stroke is begun at a range of 4", but the possible space in the desired direction is only 3%"; so the bolt begins at the 3%" maximum, and it rebounds 8" in the direction of its creator. The material components of the spell are a bit of fur and an amber, crystal or glass rod.

    1. Source

Supplied Players Handbook PDF, PDF page 75. Original printed page is approximately 73 for this portion of the scan. Source column: R.

OCR source record

[edit]
Components: V, S, M Casting Time: 3 segments Saving Throw: M Level: 3 Range: 4" + 1"Aevel Duration: lnstontaneous Area of Effect: Special Explanation/Description: Upon casting this spell, the magic user releases a powerful stroke of electrical energy which causes damage equal to 1 six- sided die (d6) for each level of experience of the spell caster to creatures within its area of effect, or 50% of such damage to such creatures which successfully save versus the attack form. The range of the bolt is the location of the commencement of the stroke, i.e. if shot to 6", the bolt would extend from this point to n inches further distance. The lightning bolt will set fire to combustibles, sunder wooden doors, splinter up to 1' thickness of stone, and melt metals with a low melting point (lead, gold, copper, silver, bronze). Saving throws must be made for objects which withstand the full force of a stroke (cf. fireball). The area of the lightning bolt's effect is determined by the spell caster, just as its distance is. The stroke can be either a forking bolt 1" wide and 4" long, or a single bolt %" wide and 8 " long. If a 12th level magic-user cast the spell at its maximum range, 16" in this case, the stroke would begin at 1 6 " and flash outward from there, as a forked bolt ending at 20" or a single one ending at 24". If the full length of the stroke is not possible due to the interposition of CI non- conducting barrier (such as a stone wall), the lightning bolt will double and rebound towards its caster, its length being the normal total from beginning to end of stroke, damage caused to interposing barriers notwithstanding. Example: An 8' stroke is begun at a range of 4", but the possible space in the desired direction is only 3%"; so the bolt begins at the 3%" maximum, and it rebounds 8" in the direction of its creator. The material components of the spell are a bit of fur and an amber, crystal or glass rod.