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Author Topic: Call Lightning vs Firebrand  (Read 6684 times)

Rex

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Re: Call Lightning vs Firebrand
« Reply #25 on: April 03, 2008, 05:28:49 PM »
yes but i think the questoin would be are we using 3.5 rules? or 3.0? nwn is based on 3.0 there fore i belive we should go with the 3.0 rules pnp wise when it comes to how spells should function but thats me
 

It never ceases to confuse me why folks seem to think there is this GIGANTIC difference between 3.0 and 3.5 .  It's not the Systems that are screwy, it's the NwN build of them since it's true to NEITHER version (as shown by it's amalgamation of skills and what not)  It's Close, but not a true representation. (As shown by the all the things made by the NwN community to MAKE it like the PnP versions).

Just for the Hell of it.

Call Lightning 3.5 :

Call Lightning
Evocation [Electricity]
Level:    Drd 3
Components:    V, S
Casting Time:    1 round
Range:    Medium (100 ft. + 10 ft./level)
Effect:    One or more 30-ft.-long vertical lines of lightning
Duration:    1 min./level
Saving Throw:    Reflex half
Spell Resistance:    Yes

Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell’s range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.

You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 10 bolts).

If you are outdoors and in a stormy area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)—each bolt deals 3d10 points of electricity damage instead of 3d6.

This spell functions indoors or underground but not underwater.



So yes it does work Inside but works better Outside.  There is also a 5th level Version :

Call Lightning Storm
Evocation [Electricity]
Level:    Drd 5
Range:    Long (400 ft. + 40 ft./level)

This spell functions like call lightning, except that each bolt deals 5d6 points of electricity damage (or 5d10 if created outdoors in a stormy area), and you may call a maximum of 15 bolts.


3.0 Version: (Which IS limited to Stormy Areas Outside)

Call Lightning
Evocation [Electricity]
Level: Drd 3
Components: V, S
Casting Time: 10 minutes, plus 1 action per bolt called
Range: Long (400 ft. + 40 ft./level)
Effect: See text
Duration: 10 minutes/level
Saving Throw: Reflex half
Spell Resistance: Yes
To cast call lightning, the character must be in a stormy area (including a whirlwind formed by a djinn or air elemental of 7 HD or more). The character is then able to call bolts of lightning as long as the character remains in the stormy area. (The spell ends if the character leaves the stormy area.) The character can call down one bolt every 10 minutes. The character need not call a bolt of lightning immediately—other actions, even spellcasting, can be performed. However, the character must use a standard action (concentrating on the spell) to call each bolt. A bolt causes 1d10 points of electrical damage per caster level (maximum 10d10).
The bolt of lightning strikes down in a vertical stroke at whatever target point the character chooses, within range (measured from the character's position at the time). The bolt takes the shortest possible unobstructed path between a nearby cloud and the target. Any creature within a 10-foot radius of the path or the point where the lightning strikes is affected.
This spell can be used only outdoors. It does not function indoors, underground, or underwater.


Little bit of a difference, as In being OUTSIDE for one.  Druids are Shafted Enough with the Spell Nerfs allready in place to relegate one of their very few Offensive spells to 3.0 (when even the Ravenloft Material adjusted to 3.5 with very little hiccuping (By the time the DM's Guide came out).

Remember, NwN is not really either 3.0 or 3.5.  If anything it's DnDNwN (:D).  Just for the folks wondering what the big changes were between the two editions.

DnD Changes:  (Snipped from the Wiki so folks don't have to scroll through the other 1/4 mile of article, cleaned up a bit too)

Dungeons & Dragons 3rd Edition to 3.5 Edition

This revision was intentionally a small one (hence the name change of only "half an edition"), small enough so that the basic rules are nearly identical and many monsters / items are compatible (or even unchanged) between those editions. In fact, some players, disliking some changes 3.5 made, use some 3e rules as house rules. Official errata for many of the most popular books are available for download as D&D v.3.5 Accessory Update Booklet.

Major changes

    * The ranger class receives more skill points and new class abilities, though fewer hit points.
    * Druids can cast Summon Nature's Ally spells spontaneously, just like the cleric's spontaneous casting. Their abilities were also reworked and animal companions were          improved.
    * Weapon sizes work differently: there are now smaller and bigger versions of weapons for smaller and larger creatures.
    * Damage reduction no longer depends on the enhancement bonus of a weapon, but rather on its material (e.g. cold iron), magical enhancement, magical alignment, damage type, or some combination thereof. DR ratings were reduced to 5, 10, 15, or 20 from a range of much higher numbers (e.g. the iron golem went from 50/+3 to 15/adamantine).
    * New spells and numerous changes to existing spells.
    * New feats and numerous changes to existing feats.
    * Monsters gain feats and skills the same way as PCs, usually resulting in more skill points and feats for every monster.
    * The favored class for gnomes was changed to bard.
    * Some high-end monsters (notably the balor and pit fiend) were altered to make them more powerful and thus warrant higher Challenge Ratings.
    * Many new core prestige classes.

Minor changes

    * The bard receives more skill points per level.
    * Different rate of gaining new abilities for almost all the classes.
    * Bards do not suffer arcane spell failure when wearing light armor.
    * Some player races gain Weapon Familiarity, which allows them to treat exotic racial weapons as martial for proficiency purposes.
    * Sorcerers and bards can change known spells infrequently.
    * The base speed of Dwarves is not reduced by armor or encumberance.
    * There are no longer skills exclusive to certain classes.
    * Some skills changed and a few were folded together: for example, Wilderness Lore and Intuit Direction are now Survival.

Changes to the core books

In addition to rule changes, the core books themselves underwent changes.

    * The chapter on combat (chapter 8) in the Player's Handbook was modified to increase focus on grid-based movement and combat.
    * The chapter order of the Dungeon Master's Guide was completely changed, and many prestige classes were added. Some magic item traits were changed as well, though they generally remained the same.
    * The Monster Manual's monster entries changed slightly. In particular, the attack line was split into Attack and Full Attack entries. Also, most monsters gained an enhanced version as an example of advancement, with more Hit Dice, a template, or class levels. All of the monsters that the writers thought could be used as player races gained instructions on how to use them as such.


All in all not a lot of changes and still considered a mistake by many in the industry (Very mean thing to do to a lot of companies......ah well it's YOUR backstock not ours).  The Druids need all the love they can get otherwise you never see any real druids, Just Shifters.

I wouldn't mess with one of the few spells they get In the name of trying to figure out wether it's 3.0 or 3.5.  After all the NwN version is what, a Big storm of Lighting, effects similar to a fireball?  I don't think the computer version is really like either of those spells listed, at least in it's in game effect.

Does look nifty though.  Should send Natives running for the hills.

~Rex
Sometimes brutal violence is the only answer.

Ravenous

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Re: Call Lightning vs Firebrand
« Reply #26 on: April 04, 2008, 10:24:14 AM »
Yeh, visual for Call Lightning is awesome, nearly as cool as Evards Molesting Tentacles..


//When playing DnD Pen and Paper we never used the nerfed versions of feats, especially the crappy Spell Focuses of 3.5..

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penny

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Re: Call Lightning vs Firebrand
« Reply #27 on: June 20, 2008, 06:53:48 PM »
Good thing Barovia is stormy 99.99% of the time, rite?
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Rex

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Re: Call Lightning vs Firebrand
« Reply #28 on: June 20, 2008, 08:44:19 PM »
I'd say, rains a lot, like england.  Best description of that I have heard came from Henry Rollins.  "Rain in england is like a sky full of old men spitting on the back of your neck."  pitooie....pitooie....drip....drip.

Visually it's a cool spell, and it pulls it off without tons of lag somehow.  Great to send natives running.

~Rex
Sometimes brutal violence is the only answer.