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call lighting
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<blockquote data-quote="Herpes Cineplex" data-source="post: 1521236" data-attributes="member: 16936"><p>Well, the 3.5 SRD says that Call Light<em>n</em>ing takes 1 round to cast, and immediately calls down a 3d6 bolt of lightning at the end of casting (and once per round thereafter, for up to 1min/level), and it gives you one bolt per caster level up to a maximum of 10 bolts. They also let you cast it underground and indoors now.</p><p></p><p>So apparently you are not alone: when they were revising for 3.5, someone else thought that the original 3.0 version needed a lot of help.</p><p></p><p>Now, the original 3.0 version did more damage, but yes, the 10 minutes between bolts made it a little weak as far as combat spells went. It was good for doing 1d10 points of electrical damage per caster level on one round of an outdoors combat on a stormy day when you knew you were going to be fighting at least 10 minutes in advance, and maybe after that you could go zap a couple of buildings over the course of the next hour. Not all that impressive.</p><p></p><p>It was used all of twice by the druid in our old hacky-slashy FR game, and it was okay. Nothing to write home about, but not completely embarrassing as a damage-dealing spell went; it was like a more damaging Lightning Bolt spell with a bunch of weird restrictions on it.</p><p></p><p>--</p><p>and there are probably much better 3rd-level druid spells to take in 3.0</p><p>ryan</p></blockquote><p></p>
[QUOTE="Herpes Cineplex, post: 1521236, member: 16936"] Well, the 3.5 SRD says that Call Light[i]n[/i]ing takes 1 round to cast, and immediately calls down a 3d6 bolt of lightning at the end of casting (and once per round thereafter, for up to 1min/level), and it gives you one bolt per caster level up to a maximum of 10 bolts. They also let you cast it underground and indoors now. So apparently you are not alone: when they were revising for 3.5, someone else thought that the original 3.0 version needed a lot of help. Now, the original 3.0 version did more damage, but yes, the 10 minutes between bolts made it a little weak as far as combat spells went. It was good for doing 1d10 points of electrical damage per caster level on one round of an outdoors combat on a stormy day when you knew you were going to be fighting at least 10 minutes in advance, and maybe after that you could go zap a couple of buildings over the course of the next hour. Not all that impressive. It was used all of twice by the druid in our old hacky-slashy FR game, and it was okay. Nothing to write home about, but not completely embarrassing as a damage-dealing spell went; it was like a more damaging Lightning Bolt spell with a bunch of weird restrictions on it. -- and there are probably much better 3rd-level druid spells to take in 3.0 ryan [/QUOTE]
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