Lightning Conducter+Detonate(electricity)=Wow.


Pathfinder First Edition General Discussion

Silver Crusade

This might seem really meh to a lot of people but i REALLY like this combo as it's basically a dream team when put together.

Lightning conductor on its own is too situational to be used on a constant basis.

and detonate is too much of a high risk to use by itself

But together they offset each others weaknesses, as at least with the electric variant Lightning conductor mostly protects you from the damage you would have taken from the spell, allowing you to convert it into energy that you can use next turn, and still fries everything within a 30 foot radius. OOH this seems so fun.


Still seems pretty meh to me.

7th level, when this first becomes available you could run a 7d8 detonate, average of 32 points of damage. That would give you a 2d6 electrical attack.

For two standard actions, and the detonate doesn't take effect until a round after you cast it so you won't know who will be in the area when it goes off, and if you are near a mass of foes they will have plenty of chances to attack you.

This uses two of your best slots as well.

Silver Crusade

Dave Justus wrote:

Still seems pretty meh to me.

7th level, when this first becomes available you could run a 7d8 detonate, average of 32 points of damage. That would give you a 2d6 electrical attack.

For two standard actions, and the detonate doesn't take effect until a round after you cast it so you won't know who will be in the area when it goes off, and if you are near a mass of foes they will have plenty of chances to attack you.

This uses two of your best slots as well.

Honestly that only really applies if you're used to playing nothing but wizards and having an "I win" Button on you at all times.

Though I admit i did miss the part where it takes a round.
Also do you explode the moment your turn starts?


I could see this combination being used with a magus more than a wizard. Cast detonate and move into melee with a group of opponents.

On turn two, use your swift action to charge your weapons and go with your normal spell combat routine instead of making the standard action attack.

Lightning Conductor wrote:
A weapon charged with this energy deals the damage as extra damage the first time you score a hit with the weapon.

The charge from Lightning Conductor is not a held charge (in the sense of being a touch spell), it does not dissipate if you cast another spell.

Silver Crusade

Volkard Abendroth wrote:

I could see this combination being used with a magus more than a wizard. Cast detonate and move into melee with a group of opponents.

On turn two, use your swift action to charge your weapons and go with your normal spell combat routine instead of making the standard action attack.

Lightning Conductor wrote:
A weapon charged with this energy deals the damage as extra damage the first time you score a hit with the weapon.
The charge from Lightning Conductor is not a held charge (in the sense of being a touch spell), it does not dissipate if you cast another spell.

Yeah this idea was mostly with the magus in mind.


Malik Gyan Daumantas wrote:


Also do you explode the moment your turn starts?

It doesn't say that specifically, but other 'one round later' things and spells ending after x rounds all happens at the beginning of your turn, so that is how I would judge this to work as well.

I could see a use for this combo with a familiar, particularly a flying familiar. Cast detonate on familiar, familiar delays until right before your turn, moves into range and readies an action to fire a bolt after detonate goes off. And then you have a turn hopefully taking down some of the wounded enemies.

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