Am I missing something? Call lightning


Pathfinder First Edition General Discussion


I thought this was a pretty good spell. But since concentrating takes your action, not so great. You can move and thats about it. 3d6 is pretty weak damage. Am I missing something here? Is there some combo of spells or feats that make this really worth using. I know in 3.5 there was Swift Concentration which would allow you to cast another spell and keep this going. Seems that been thrown out the window for pathfinder. What am I missing? Thank you for any info. Im pretty new to a druid.


You cast one spell and get lightning bolts all battle and you don't have to drop one every round. You can start it running before the fight, cast something else your first round, and then drop lightning bolts as a cheap, safe way to contribute as a casting optimized druid.


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Combine it with certain weather-based effects to increase damage. While it does not pack as much punch as Wizard spells it much more efficient than fireball or lightning bolt - 5th level Druid by spending a single 3rd level slot can deal a total of 15d6 points of damage (or 15d10 in violent weather) versus mere 5d6 damage of those spells. It lacks the area effect of them but allows for precise strikes against specific foe making it useful with strong melee oriented party.

Additionally there is a very nice combo of dazing call lightning with Magical Lineage (call lightning) trait allowing 9th level druid to deliver multiple strikes that daze for 3 rounds each on a failed saving throw. I would love to play lightning-focused druid sometime in the future (preferably a hooded cloak wearing grippli druid).


Call lightning is also useful when you have the classic set-piece battle, because it gives you long-lasting firepower. A wizard fireballs the enemy army and that's that. You can use call lightning to break up enemy formations, stall charges, and still have something handy for oddball situations.

Another use of call lightning: intimidation. When you just don't want to kill the lumberjacks who are clearcutting your forest, you drop a bolt or two near them to make your point :)


I used it repeatedly against an iron golem to keep slowing/staggering it.

It's the kind of spell you use when you've tapped out many other spells, or don't feel like casting any more after summoning a few creatures (and perhaps casting Animal Growth once or twice).


another question I have is when I wild shape..it seems (and Im happy about it) that my ape animal compainion is actually better then I am due to the base stats table that they use to level up. Am I missing something here?

I'm level 6 with an ape
when I wild shape I just get the base stats correct? I think I'd go polar bear just to get close to what my companion has. (we have no real tank so hes filling in unfortuately)


Call lightning is one of the best druid spells. My druid uses it all the time. Incredibly resource efficient, does enough damage to deal with minions or already damaged mooks and allows the druid to maneuver and coordinate actions with the group effectively when tactics actually matter.

Love that spell.

Flaming sphere is also pretty awesome, used properly.


Donnovin wrote:

another question I have is when I wild shape..it seems (and Im happy about it) that my ape animal compainion is actually better then I am due to the base stats table that they use to level up. Am I missing something here?

I'm level 6 with an ape
when I wild shape I just get the base stats correct? I think I'd go polar bear just to get close to what my companion has. (we have no real tank so hes filling in unfortuately)

Wildshape uses the stats of your druid adjusted by size modifiers of corresponding animal form as per beast shape spell. Exact kind of animal you are turning in has no effect on ability scores. It only determines natural attacks and special abilities granted by the new form.

When 6th level Druid with Str 14, Dex 10, Con 14 turns into (Large) bear he gets +4 size bonus to Str, -2 penalty to Dex, +4 natural armor, base land speed of 40 feet, 2 claw attacks (1d6), bite (1d6), grab (triggered by claws), low-light vision and scent. If he would turn into (equally Large) dire ape he would get exactly the same ability modifiers and natural armor bonus, 2 claws (1d4), bite (1d6), climb speed 30 ft., low-light vision, scent. He would not get the dire ape's rend, regretfully, as it requires beast shape IV which druids don't get.

Grand Lodge

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Wildshaping to a sparrow and calling lightning down on clueless enemies is always fun.


Thundersparrow?

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