Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
Character Builds & Optimization
Earth, Storm, and Fire: A guide to elements
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Gavin O." data-source="post: 7514592" data-attributes="member: 6941440"><p>Lightning</p><p></p><p>Cantrip</p><p><strong>Lightning Lure</strong> (Sorcerer, Warlock, Wizard) The effectiveness of this spell really depends on how often you want to pull a target towards you. If you're playing a primary caster, you usually don't want enemies within 5 feet of you. </p><p><span style="color: #800080"><strong>Shocking Grasp</strong></span> (Sorcerer, Wizard) This spell doesn't have an impactful enough effect to justify being melee range. </p><p></p><p>Level 1</p><p><span style="color: #800080"><span style="font-family: 'Verdana'"><strong>Chromatic Orb </strong></span></span><span style="color: #333333"><span style="font-family: 'Verdana'">(Sorcerer, Wizard) 3d8 isn't great damage, and this requires a material component that costs 50 gold</span></span></p><p><span style="color: #333333"><span style="font-family: 'Verdana'"></span></span><strong>Witch Bolt</strong> (Sorcerer, Warlock, Wizard) 30-foot range isn't very good, especially since this spell breaks if the target is ever outside of that range. If you land the first hit, you can keep using your action to deal 1d12 damage (better than a cantrip though not by that much) to the target each round. At low levels this could be okay, but the scaling is awful and it requires your concentration. </p><p></p><p>Level 2</p><p><strong><span style="color: #800080">Dragon's </span><span style="color: #00ffff">Breath</span> </strong><span style="color: #333333"><span style="font-family: 'Verdana'">(Sorcerer, Wizard) Mediocre if you need to cast this on yourself or a party member, and excellent if you can cast it on someone’s familiar.</span></span></p><p></p><p>Level 3</p><p><span style="color: #0000ff"><strong>Call Lightning</strong></span> (Tempest Cleric, Druid) 3d10 lightning damage in a 5-foot AOE every round for 10 rounds, and it scales well. At this level you'll need two hits to beat a fireball, at later levels it can do a fireball's worth of damage on each hit. Shame it requires your concentration and isn't available to Sorcerers and Wizards</p><p><strong><span style="color: #0000ff">Elemental Weapon </span></strong>(Paladin, Hexblade Warlock) Give someone's weapon (preferably someone who can make multiple attacks per round) +1 to hit and +1d4 Lightning damage, and lasts an hour. Strong.</p><p><strong>Glyph of Warding </strong>(Bard, Cleric, Wizard) For 200 gold, you can make a glyph of whatever spell you want and throw the object onto the ground to detonate it. Use as you see fit. </p><p><span style="color: #ff0000"><strong>Lightning Arrow</strong></span> (Ranger) 4d8 damage (replacing the damage of your weapon attack) plus 2d8 AOE (which doesn't affect the initial target) in a 10-foot range, and breaks your concentration, is just too weak. </p><p><strong>Lightning Bolt</strong> (Mountain Land Druid, Sorcerer, Wizard) Same damage as a fireball but the area of effect is much worse. </p><p></p><p>Level 4</p><p><span style="color: #0000ff"><strong>Storm Sphere</strong></span> (Sorcerer, Wizard) 20-foot radius zone of difficult terrain, deals minor damage each round (and you get the damage once guaranteed on each creature in the area when you cast it, and you can use your bonus action every round to shock something for 4d6 damage. A good spell, shame it does nothing if you miss and requires concentration. </p><p></p><p>Level 5</p><p>(Nothing)</p><p></p><p>Level 6</p><p><span style="color: #0000ff"><strong>Chain Lightning</strong></span> (Sorcerer, Wizard) A bit less damage than a lightning bolt upcast to level 6, but it hits four targets and has no chance of hitting your allies.</p><p></p><p>Level 7</p><p>(Nothing)</p><p></p><p>Level 8</p><p><span style="color: #333333"><span style="font-family: 'Verdana'"><strong>Illusory Dragon</strong> (Wizard) 7d6 damage isn't great, but a 60-foot cone is good, it only takes your bonus action to use, and it's repeatable. Plus the dragon can block paths for you. It takes a creature's whole action to try and determine that the dragon isn't real, many creatures have poor Investigation, plus it's a check and not a save so legendary resistance doesn't help. </span></span></p><p></p><p>Level 9</p><p><span style="color: #00ffff"><span style="font-family: 'Verdana'"><span style="font-family: 'Verdana'"><strong>Prismatic Wall</strong></span></span></span><span style="color: #333333"><span style="color: #333333"><span style="font-family: 'Verdana'"><span style="font-family: 'Verdana'"> (Wizard) Deals extremely high damage (though only 10d6 Lightning) plus it applies two conditions to creatures that try to walk through it. Doesn't require concentration, and your allies can pass through it at will. Phenomenal.</span></span></span></span></p><p></p><p></p><p><strong>Feats</strong></p><p></p><p><span style="color: #800080"><span style="font-family: 'Verdana'"><strong>Elemental Adept</strong></span></span><span style="font-family: 'Verdana'"><span style="color: #333333"> Treating any roll of 1 as a 2 increases the average damage of a d6 from 3.5 to 3.66, which is not a very substantial increase, so the effectiveness of this spell largely depends on how much you need the ability to overcome lightning resistance. I definitely wouldn't take this before getting my casting stat to 20. </span></span></p><p></p><p></p><p><strong><span style="font-family: 'Verdana'"><span style="color: #333333">Level Dips</span></span></strong></p><p></p><p><span style="color: #0000ff"><span style="font-family: 'Verdana'"><strong>Tempest</strong></span></span><span style="font-family: 'Verdana'"><span style="color: #333333"><strong> Cleric</strong> (</span></span><span style="color: #0000ff"><span style="font-family: 'Verdana'"><strong>2</strong></span></span><span style="font-family: 'Verdana'"><span style="color: #333333">,<strong>5-6</strong>) Two levels gets you a channel divinity that maximizes the damage of one of your lightning (or thunder) spells per short rest. Five levels gets you Call Lightning, and Six levels gets you a second Channel Divinity to maximize your damage again. </span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #333333"></span></span></p><p><span style="font-family: 'Verdana'"><span style="color: #333333"><strong>Lightning Dragon Sorcerer 7</strong> Gets you Storm Sphere, +Cha to damage with all of your lightning spells, Metamagic, and free Mage Armor. I'm not sure if 7 levels can really be called a dip though. </span></span></p></blockquote><p></p>
[QUOTE="Gavin O., post: 7514592, member: 6941440"] Lightning Cantrip [B]Lightning Lure[/B] (Sorcerer, Warlock, Wizard) The effectiveness of this spell really depends on how often you want to pull a target towards you. If you're playing a primary caster, you usually don't want enemies within 5 feet of you. [COLOR=#800080][B]Shocking Grasp[/B][/COLOR] (Sorcerer, Wizard) This spell doesn't have an impactful enough effect to justify being melee range. Level 1 [COLOR=#800080][FONT=Verdana][B]Chromatic Orb [/B][/FONT][/COLOR][COLOR=#333333][FONT=Verdana](Sorcerer, Wizard) 3d8 isn't great damage, and this requires a material component that costs 50 gold [/FONT][/COLOR][B]Witch Bolt[/B] (Sorcerer, Warlock, Wizard) 30-foot range isn't very good, especially since this spell breaks if the target is ever outside of that range. If you land the first hit, you can keep using your action to deal 1d12 damage (better than a cantrip though not by that much) to the target each round. At low levels this could be okay, but the scaling is awful and it requires your concentration. Level 2 [B][COLOR=#800080]Dragon's [/COLOR][COLOR=#00ffff]Breath[/COLOR] [/B][COLOR=#333333][FONT=Verdana](Sorcerer, Wizard) Mediocre if you need to cast this on yourself or a party member, and excellent if you can cast it on someone’s familiar.[/FONT][/COLOR] Level 3 [COLOR=#0000ff][B]Call Lightning[/B][/COLOR] (Tempest Cleric, Druid) 3d10 lightning damage in a 5-foot AOE every round for 10 rounds, and it scales well. At this level you'll need two hits to beat a fireball, at later levels it can do a fireball's worth of damage on each hit. Shame it requires your concentration and isn't available to Sorcerers and Wizards [B][COLOR=#0000ff]Elemental Weapon [/COLOR][/B](Paladin, Hexblade Warlock) Give someone's weapon (preferably someone who can make multiple attacks per round) +1 to hit and +1d4 Lightning damage, and lasts an hour. Strong. [B]Glyph of Warding [/B](Bard, Cleric, Wizard) For 200 gold, you can make a glyph of whatever spell you want and throw the object onto the ground to detonate it. Use as you see fit. [COLOR=#ff0000][B]Lightning Arrow[/B][/COLOR] (Ranger) 4d8 damage (replacing the damage of your weapon attack) plus 2d8 AOE (which doesn't affect the initial target) in a 10-foot range, and breaks your concentration, is just too weak. [B]Lightning Bolt[/B] (Mountain Land Druid, Sorcerer, Wizard) Same damage as a fireball but the area of effect is much worse. Level 4 [COLOR=#0000ff][B]Storm Sphere[/B][/COLOR] (Sorcerer, Wizard) 20-foot radius zone of difficult terrain, deals minor damage each round (and you get the damage once guaranteed on each creature in the area when you cast it, and you can use your bonus action every round to shock something for 4d6 damage. A good spell, shame it does nothing if you miss and requires concentration. Level 5 (Nothing) Level 6 [COLOR=#0000ff][B]Chain Lightning[/B][/COLOR] (Sorcerer, Wizard) A bit less damage than a lightning bolt upcast to level 6, but it hits four targets and has no chance of hitting your allies. Level 7 (Nothing) Level 8 [COLOR=#333333][FONT=Verdana][B]Illusory Dragon[/B] (Wizard) 7d6 damage isn't great, but a 60-foot cone is good, it only takes your bonus action to use, and it's repeatable. Plus the dragon can block paths for you. It takes a creature's whole action to try and determine that the dragon isn't real, many creatures have poor Investigation, plus it's a check and not a save so legendary resistance doesn't help. [/FONT][/COLOR] Level 9 [COLOR=#00ffff][FONT=Verdana][FONT=Verdana][B]Prismatic Wall[/B][/FONT][/FONT][/COLOR][COLOR=#333333][COLOR=#333333][FONT=Verdana][FONT=Verdana] (Wizard) Deals extremely high damage (though only 10d6 Lightning) plus it applies two conditions to creatures that try to walk through it. Doesn't require concentration, and your allies can pass through it at will. Phenomenal.[/FONT][/FONT][/COLOR][/COLOR] [B]Feats[/B] [COLOR=#800080][FONT=Verdana][B]Elemental Adept[/B][/FONT][/COLOR][FONT=Verdana][COLOR=#333333] Treating any roll of 1 as a 2 increases the average damage of a d6 from 3.5 to 3.66, which is not a very substantial increase, so the effectiveness of this spell largely depends on how much you need the ability to overcome lightning resistance. I definitely wouldn't take this before getting my casting stat to 20. [/COLOR][/FONT] [B][FONT=Verdana][COLOR=#333333]Level Dips[/COLOR][/FONT][/B] [COLOR=#0000ff][FONT=Verdana][B]Tempest[/B][/FONT][/COLOR][FONT=Verdana][COLOR=#333333][B] Cleric[/B] ([/COLOR][/FONT][COLOR=#0000ff][FONT=Verdana][B]2[/B][/FONT][/COLOR][FONT=Verdana][COLOR=#333333],[B]5-6[/B]) Two levels gets you a channel divinity that maximizes the damage of one of your lightning (or thunder) spells per short rest. Five levels gets you Call Lightning, and Six levels gets you a second Channel Divinity to maximize your damage again. [B]Lightning Dragon Sorcerer 7[/B] Gets you Storm Sphere, +Cha to damage with all of your lightning spells, Metamagic, and free Mage Armor. I'm not sure if 7 levels can really be called a dip though. [/COLOR][/FONT] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
Character Builds & Optimization
Earth, Storm, and Fire: A guide to elements
Top