D&D 5E Lightning Bolt should be better.


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Laurefindel

Legend
I'm fine with the wizard's lightning bolt as is.

Call Lightning however, that i wish it were was one big spell that needs time to charge up but goes big badaboom! when it's finally cast. Make it 9th level if you need to but if there were a "this combat ends now" spell, IMO, it should be call lightning.

/rambling
 

I'm fine with the wizard's lightning bolt as is.

Call Lightning however, that i wish it were was one big spell that needs time to charge up but goes big badaboom! when it's finally cast. Make it 9th level if you need to but if there were a "this combat ends now" spell, IMO, it should be call lightning.

/rambling
Control Weather does this pretty well, except it doesn't explicitly include lightning. But it does let you conjure a hurricane in the desert if you have an hour to do it.
 

Bill Zebub

“It’s probably Matt Mercer’s fault.”
What I wish for:

1. Lightning bolt has reduced range, but has a chance to jump targets, with damage reducing on each jump. (Whereas chain lightning can still jump automatically.)
2. A ranged lightning cantrip.
 

It is ironic that someone would apply necromancy to a thread about evocation spells. Nevertheless, I feel I have to comment on this bit:

That's not quite how it worked, at least not in 2e (though many computer games got it wrong).

If a 2e lightning bolt hits an obstacle, it backfills from its point of origin to fill the full area, if possible. So if you cast a non-forked bolt (5' x 80') starting at 40' away from you, and it hits a wall after 20', it will hit you as it will stretch back 60' from the point of origin. If it can't fill the area, it will "double up" and hit some targets twice. These targets will have to make two saving throws, and need to succeed at both to take half damage. But it won't hit them for double full damage, it will just reduce the chance they save.
Wow, it gave disadvantage on the saving throw... that was quite modern...

Fireball back then was a much more dangerous spell. It also filled the whole area which was 4/3*Pi*(20ft)³.
 

Voadam

Legend
Lightning bolt through time.

Chainmail:

"Missiles: A Wizard can throw either of two types of missile (select which before play begins). A fire ball, equal in hit area to the large catapult hit area, or a lightning bolt, 3/4" wide by 6" long, with an attack value equal to a heavy field gun, are the two missile types employed. These missiles will destroy any men or creatures which are struck by them, with certain exceptions noted below. Both types of missiles can be thrown up to 24", direct or indirect fire, with range being called before the hit pattern is placed. The center of the fire ball is placed down at the number of inches called. The head of the lightning bolt is placed at the number of inches called, so that its body extends 6" behind it in a straight line from the Wizard who threw it."

OD&D:

"Lightning Bolt: Utterance of this spell generates a lightning bolt 6” long and up to 3/4” wide. If the space is not long enough to allow its full extension, the missile will double back to attain 6”, possibly striking its creator. It is otherwise similar to a Fire Ball, but as stated in CHAINMAIL the head of the missile may never extend beyond the 24” range.

Fire Ball: A missile which springs from the finger of the Magic-User. It explodes with a burst radius of 2” (slightly larger than specified in CHAINMAIL). In a confined space the Fire Ball will generally conform to the shape of the space (elongate or whatever). The damage caused by the missile will be in proportion to the level of its user. A 6th-level Magic-User throws a 6-die missile, a 7th a 7-die missile, and so on. (Note that Fire Balls from Scrolls (see Book II) and Wand are 6-die missiles and those from Staves are 8-die missiles. Duration: 1 turn. Range: 24”"

AD&D 1e PH:

"Lightning Bolt (Evocation)
Level: 3 Components: V, S, M
Range: 4” + 1“/level Casting Time: 3 segments
Duration: Instantaneous Saving Throw: ½
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 ½” 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 16” 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 a 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 3½”; so the bolt begins at the 3½” 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."

2e PH:

"Lightning Bolt
(Evocation)
Range: 40 yds. + 10 yds./level Components: V, S, M
Duration: Instantaneous Casting Time: 3
Area of Effect: Special Saving Throw: 1⁄2
Upon casting this spell, the wizard releases a powerful stroke of electrical energy that inflicts 1d6 points of damage per level of the spellcaster (maximum of 10d6) to each creature within its area of effect. A successful saving throw vs. spell reduces this damage to half (round fractions down). The bolt begins at a range and height decided by the caster and streaks outward in a direct line from the casting wizard (for example, if a 40-foot bolt was started at 180 feet from the wizard, the far end of the bolt would reach 220 feet (180 + 40). The lightning bolt may set fire to combustibles, sunder wooden doors, splinter up to a half-foot thickness of stone, and melt metals with a low melting point (lead, gold, copper, silver, bronze). Saving throws must be rolled for objects that withstand the full force of a stroke (see the fireball spell). If the damage caused to an interposing barrier shatters or breaks through it (i.e., the saving throw fails), the bolt continues. A bolt can breach 1 inch of wood or half an inch of stone per caster level, up to a maximum of 1 foot of wood or half a foot of stone.
The lightning bolt’s area of effect is chosen by the spellcaster: either a forked bolt 10 feet wide and 40 feet long or a single bolt 5 feet wide and 80 feet long. If a bolt cannot reach its full length, because of an unyielding barrier (such as a stone wall), the lightning bolt rebounds from the barrier toward its caster, ending only when it reaches its full length.
For example: An 80-foot-long stroke is begun at a range of 40 feet, but it hits a stone wall at 50 feet. The bolt travels 10 feet, hits the wall, and rebounds for 70 feet back toward its creator (who is only 50 feet from the wall, and so is caught in his own lightning bolt!).
The DM might allow reflecting bolts. When this type of lightning bolt strikes a solid surface, the bolt reflects from the surface at an angle equal to the angle of incidence (like light off a mirror). A creature crossed more than once by the bolt must roll a saving throw for every time it is crossed, but it still suffers either full damage (if one saving throw is missed) or half damage (if all saving throws are made).
The material components of the spell are a bit of fur and an amber, crystal, or glass rod."

Expert Set (B/X):

"Lightning Bolt Range: 180'
Duration: instantaneous
This spell creates a 5' wide, 60' long bolt of lightning anywhere within its range. Any creatures within the area of effect will take damage. It does 1-6 (d6) points of damage per level of the spell caster. If the lightning bolt strikes a solid surface before reaching its 60' length, it will extend back toward the caster until it reaches its full length. Creatures struck by the bolt are allowed a saving throw vs. Spells, which will reduce damage by half if successful."

3.0 PH:

"Lightning Bolt
Evocation [Electricity]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level) or 50 ft. + 5 ft./level
Area: 5 ft. wide to medium range (100 ft. + 10 ft./level); or 10 ft. wide to 50 ft. + 5 ft./level
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
The character releases a powerful stroke of electrical energy that deals 1d6 points of damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at the character's fingertips.
The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does."

3.5 PH:

"Lightning Bolt
Evocation [Electricity]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips.
The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does.
Material Component: A bit of fur and an amber, crystal, or glass rod."

4e PH

"Lightning Bolt Wizard Attack 7
From your outstretched hand erupt brilliant strokes of blue-white lightning.
Encounter ✦ Arcane, Implement, Lightning
Standard Action Ranged 10
Primary Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier lightning damage.
Effect: Make a secondary attack.
Secondary Targets: Two creatures within 10 squares of the primary target
Secondary Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier lightning damage."

4e Heroes of the Fallen Lands

"Lightning Bolt Wizard Attack 7
Brilliant strokes of blue-white lightning erupt from your outstretched hand.
Encounter ✦ Arcane, Evocation, Implement, Lightning
Standard Action Ranged 10
Target: One, two, or three creatures
Attack: Intelligence vs. Reflex
Hit: 2d6 + Intelligence modifier lightning damage.
Miss: Half damage."

5e:

"LIGHTNING BOLT
3rd-level evocation
Casting Time: 1 action
Range: Self (100-foot line)
Components: V, S, M (a bit of fur and a rod of amber, crystal, or glass)
Duration: Instantaneous
A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd."
 

Lanefan

Victoria Rules
A simple solution we came up with was to keep fireball as is, with it's incredible radius, and update the damage of Lightning Bolt to 6d8 instead of 8d6.
How is that an upgrade? 6d8 has a range of 6-48, 8d6 has a range of 8-48, meaning if anything it's a tiny downgrade.
In addition, we give targets disadvantage on their save if wearing metal armor.
This is a good upgrade.
 

Lanefan

Victoria Rules
That's not quite how it worked, at least not in 2e (though many computer games got it wrong).

If a 2e lightning bolt hits an obstacle, it backfills from its point of origin to fill the full area, if possible. So if you cast a non-forked bolt (5' x 80') starting at 40' away from you, and it hits a wall after 20', it will hit you as it will stretch back 60' from the point of origin. If it can't fill the area, it will "double up" and hit some targets twice. These targets will have to make two saving throws, and need to succeed at both to take half damage. But it won't hit them for double full damage, it will just reduce the chance they save.
I think there's either a mis-reading or a mis-interpretation there somewhere: the 60' bounceback isn't from the point of origin, it's from the obstacle.

So, an 80' bolt originating at foot 0 hits an obstacle at foot +20 and rebounds. The next 20 feet of its length are taken up getting back to foot 0 (and anything in that 20' has to save twice) then it carries on to foot -40 meaning if you're 41 feet away from the point of origin you're fine.

(the above example assumes the obstacle is at a right-angle to the bolt thus the bolt rebounds directly backward)
 


tetrasodium

Legend
Supporter
Epic
I think there's either a mis-reading or a mis-interpretation there somewhere: the 60' bounceback isn't from the point of origin, it's from the obstacle.

So, an 80' bolt originating at foot 0 hits an obstacle at foot +20 and rebounds. The next 20 feet of its length are taken up getting back to foot 0 (and anything in that 20' has to save twice) then it carries on to foot -40 meaning if you're 41 feet away from the point of origin you're fine.

(the above example assumes the obstacle is at a right-angle to the bolt thus the bolt rebounds directly backward)
The bounce was super dangerous too. If the caster was directly facing a wall head on like C---x---x-> |you could predict it easy, but it could also do C\/\/\/\/\/along the walls of a narrow hallway or do god knows what if it hit a complex bit of geometry like a curve or jaggy wall. Also unlike fireball's cubic square feet lightningbolt's bounce was easy enough to calculate that it got invoked
 

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