Call Lightning is a 3rd level priest spell only usable by druids, shamans, and rangers. It allows the caster to call bolts of lightning upon enemies.
The spell usability coding for Call Lightning is flagged as "Not indoors" - meaning it may only be used in areas that are not categorized as indoor areas.
Description[]
“ | Call Lightning must be cast outside, otherwise, it will not work, and the spell is wasted. The caster is able to call down one bolt of lightning per round. The spell has a duration of 1 round every 4 levels of the caster. Each bolt causes 2d8 points of electrical damage, plus an additional 1d8 points per level of the caster. Thus, an 8th-level caster will call down two bolts, each dealing 10d8 (2d8 + 8d8) points of damage. The bolt of lightning flashes down in a vertical stroke at any of the priest's enemies. The first enemy struck by the lightning will be the enemy targeted. After that, any enemy (but no allies) may be struck by the ensuing lightning storm. | ” |
Gameplay[]
The caster must select a single creature to direct this spell toward, using the targeting cursor to do so, and the target must be in an outdoor area.
Once the spell casting is finished, the Call Lightning event chain initiates and continues for the spell's duration which is based on the caster's level.
The initial target is struck by a vertical bolt, and then for the spell's duration, each round thereafter, any creatures on the outdoor area map that are enemies (hostile) of the caster are randomly eligible to be targeted by a bolt as well.
The caster need not see or detect an enemy creature for the lightning bolt to affect an enemy, except for the initial targeted creature to "kick start" the spell chain.
A lightning bolt inflicts variable Electricity damage based on the caster's level, and the victim is allowed a Saving throw versus Spell to halve the damage.
A hostile creature can be struck more than once by a bolt, but not twice in a row. There has to be a different hostile creature struck between those lightning bolt strikes.
Obviously, this spell has limited effect if there are only one or two hostile targets available on the outdoor area map.
Once this spell is cast, it can't be removed or aborted and must run its course.
A lightning bolt can potentially be blocked by Magic resistance and completely negated by Spell Immunity: Alteration.
This spell can also be blocked by a Spell protections type defense such as a Minor Spell Deflection or Minor Globe of Invulnerability.
Bugs[]
- In the original
Baldur's Gate II:
Shadows of Amn (2000)
This icon indicates content from the original Baldur's Gate II: Shadows of Amn campaign.Baldur's Gate II:
Throne of Bhaal (2001)
This icon indicates content from the original Baldur's Gate II: Throne of Bhaal campaign. the description lists the spell duration as 1 turn/4 levels and states that a bolt strikes every turn for the duration.
Trivia[]
The Advanced Dungeons and Dragons 2nd Edition Call Lightning spell is much different than the BG video game version, for example there must be a storm of some sort in the area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinn or air elemental of 7 Hit Dice or more).
The caster can call down one bolt per turn (not one per round).
The caster need not call a bolt of lightning immediately—other actions, even spellcasting, can be performed; however, the caster must remain stationary and concentrate for a full round each time a bolt is called.
Gallery[]
Mod content[]
This section is about unofficial content that is only available via fan-made mods.
Mods:[]
Spell Revisions mod has changed this divine spell, revising its effects, duration, saving throw and description. See below:
Call Lightning
Level: 3
School: Alteration
Sphere: Weather
Range: Long
Duration: Special
Casting Time: 1 round
Area of Effect: 360’ radius
Saving Throw: Breath half
Immediately upon completion of the spell, and once per round thereafter, the caster causes a 30-foot-long vertical bolt of lightning to come crashing down upon an enemy. The spell has a duration of one round for every three levels of the caster, up to a maximum of 5 rounds at 15th level. The lightning will strike first at the target of the spell, dealing 6d6 points of electrical damage, with a successful save vs. breath at -2 reducing this to half. For the remainder of the storm’s duration, the bolts will strike out randomly at the enemies of the caster.
This spell is only usable by Druid/Ranger/Shaman classes.
External links[]
- Call Lightning on the Icewind Dale Wiki, a wiki for the first Icewind Dale game.
- Call lightning on the Forgotten Realms Wiki, a wiki for the Dungeons & Dragons campaign setting Forgotten Realms.
- Advanced D&D 2nd Edition Wiki - Call Lightning (Priest Spell)