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Lightning Charges (Condition): Difference between revisions

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(added the Sparkswall ring, as it's main effect of negating lighting damage to wearer aids in using almost all items with lightning charges.)
 
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{{hatnote|See also: [[:Category:Sparkstruck Equipment]]}}
{{ConditionPage
{{ConditionPage
| effects =
| effects =
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* If you gain 5 charges, they are consumed the next time you deal damage, and you deal an additional {{DamageText|1d8|Lightning}} damage.
* If you gain 5 charges, they are consumed the next time you deal damage, and you deal an additional {{DamageText|1d8|Lightning}} damage.
* You lose 1 charge per turn.
* You lose 1 charge per turn.
| stack id = MAG_CHARGED_LIGHTNING
| stack type = additive
| tick type = start
|suppress sources=true
}}
}}
__NOTOC__


''See also: [[:Category:Sparkstruck Equipment]]''
==Items that grant Lightning Charges==
 
==Items that Grant Lightning Charges==
*Weapons:
*Weapons:
**{{SmallIcon|The Joltshooter Icon.png}} [[The Joltshooter]]: When the wielder deals damage with this weapon, they gain 2 Lightning Charges.
**{{MdRarityItem|The Joltshooter}}: When the wielder deals damage with this weapon, they gain 2 Lightning Charges.
**{{SmallIcon|The Sparky Points Icon.png}} [[The Sparky Points]]: When the wielder deals damage with this weapon, they gain 2 Lightning Charges.
**{{MdRarityItem|The Sparky Points}}: When the wielder deals damage with this weapon, they gain 2 Lightning Charges.
**{{SmallIcon|The Spellsparkler Icon.png}} [[The Spellsparkler]]: When the wielder deals damage with a [[spell]] or [[Spells#Cantrips|cantrip]], they gain 2 Lightning Charges.
**{{MdRarityItem|The Spellsparkler}}: When the wielder deals damage with a [[spell]] or [[Spells#Cantrips|cantrip]], they gain 2 Lightning Charges.
**{{SmallIcon|Markoheshkir Icon.png}} [[Markoheshkir]]: When the wielder deals [[spell]] damage with the [[Bolts of Doom]] variant of [[Kereska's Favour]] active, they gain 1 Lightning Charge.
**{{MdRarityItem|Markoheshkir}}: When the wielder deals [[spell]] damage with the [[Bolts of Doom]] variant of [[Kereska's Favour]] active, they gain 2 Lightning Charges.
*Equipment:  
*Equipment:  
**{{SmallIcon|The Speedy Lightfeet Icon.png}} [[The Speedy Lightfeet]]: When the wearer [[dash]]es or takes a similar action in combat, they gain 3 Lightning Charges.
**{{MdRarityItem|The Speedy Lightfeet}}: When the wearer [[dash]]es or takes a similar action in combat, they gain 3 Lightning Charges.
**{{SmallIcon|The Watersparkers Icon.png}} [[The Watersparkers]]: If the wearer starts their turn on an electrified surface, they gain 3 Lightning Charges.
**{{MdRarityItem|The Watersparkers}}: If the wearer starts their turn on an electrified surface, they gain 3 Lightning Charges.
**{{SmallIcon|The Sparkle Hands Icon.png}} [[The Sparkle Hands]]: On a hit with an unarmed attack, the wearer gains 2 [[Lightning Charges]].
**{{MdRarityItem|The Sparkle Hands}}: On a hit with an unarmed attack, the wearer gains 2 [[Lightning Charges]].
 
==Items that interact with Lightning Charges==
*{{MdRarityItem|The Blast Pendant}}: Once per [[Long Rest]] you may focus the electricity in your veins as a {{action|bonus}}. Your next lightning [[spell]] or [[Spells#Cantrips|cantrip]] deals additional {{DamageType|Lightning}} damage equal to your remaining Lightning Charges. On a hit, all of your Lightning Charges are consumed.
*{{MdRarityItem|The Jolty Vest}}: When the wearer takes damage while having Lightning Charges, the attacker must succeed on a [[Dexterity]] [[Saving Throw]] or become {{IconLink|Shocked Condition Icon.webp|Shocked (Condition)|Shocked|size=20}}.
*{{MdRarityItem|The Lifebringer}}: When the wearer gains Lightning Charges, they also gain 3 [[Hit Points|temporary hit points]]. The temporary hit points disappear if the wearer runs out of Lightning Charges.
*{{MdRarityItem|The Protecty Sparkswall}}: The wearer has +1 to {{ArmourClass}} and {{SavingThrow}}s as long as they have [[Lightning Charges]].
*{{MdRarityItem|The Real Sparky Sparkswall}}: Grants the '''Lightning Aura''' {{action}}, which consumes 3 Lightning Charges to create a Lightning Aura that damages nearby enemies.
*{{MdRarityItem|The Sparkle Hands}}: On a hit with an unarmed attack, the wearer gains 2 Lightning Charges. While imbued with Lightning Charges, attacks against metal [[Construct|constructs]] and foes wearing metal armour gain {{Advantage}}


==Items that Interact with Lightning Charges==
==Other notable items that work with Lightning==
*{{SmallIcon|The Blast Pendant Icon.png}} [[The Blast Pendant]]: Once per [[Long Rest]] you may focus the electricity in your veins as a {{action|bonus}}. Your next lightning [[spell]] or [[Spells#Cantrips|cantrip]] deals additional {{DamageType|Lightning}} damage equal to your remaining Lightning Charges. On a hit, all of your Lightning Charges are consumed.
*{{MdRarityItem|The Sparkswall}}: Shields the wearer from [[Damage Types|Lightning]], giving Lightning [[Resistance]]. This item is useful with the [[The Watersparkers]] as it enables the wearer to stand in water and not be affected by the lightning effect added to the puddle.
*{{SmallIcon|The Jolty Vest Icon.png}} [[The Jolty Vest]]: When the wearer takes melee damage while having Lightning Charges, the attacker must succeed on a [[Dexterity]] [[Saving Throw]] or become {{IconLink|Shocked Condition Icon.webp|Shocked (Condition)|Shocked|size=20}}.
*{{MdRarityItem|Gloves of Belligerent Skies}}: Inflicts 2 turns of {{Cond|Reverberation}} when the wearer deals{{DamageType|Lightning}} damage. This occurs on each attack.
*{{SmallIcon|The Lifebringer Icon.png}} [[The Lifebringer]]: When the wearer gains Lightning Charges, they also gain 3 [[Hit Points|temporary hit points]]. The temporary hit points disappear if the wearer runs out of Lightning Charges.
*{{SmallIcon|The Protecty Sparkswall Icon.png}} [[The Protecty Sparkswall]]: The wearer has +1 to {{ArmourClass}} and {{SavingThrow}}s as long as they have [[Lightning Charges]].
*{{SmallIcon|The Real Sparky Sparkswall Icon.png}} [[The Real Sparky Sparkswall]]: Grants the '''Lightning Aura''' {{action}}, which consumes 3 Lightning Charges to create a Lightning Aura that damages nearby enemies.
*{{SmallIcon|The Sparkle Hands Icon.png}} [[The Sparkle Hands]]: Attacks against metal constructs and foes wearing metal armor gain  [[Advantage]].


==Other Notable Items that work with Lightning==
== Notes ==
*{{SmallIcon|The Sparkswall Icon.png}} [[The Sparkswall]]: shields the wearer from [[Damage Types|Lightning]]. [[Damage Types#Resistance|Resistance]] to {{DamageType|Lightning}} damage. This item is useful with the [[The Watersparkers]] as it enables the wearer to stand in water and not be affected by the lighting effect added to the puddle.
* The extra damage is added to [[Falling damage]] if the falling creature was shoved or pushed by someone with Lightning Charges.
{{ up to date | 2023-09-21 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->
* Patch #3 changed how Lightning Charge damages enemies:
** For Area of Effect spells such as [[Shatter]], the Lightning Charge damage is now dealt to every target hit.  
** For spells with two damage components such as [[Ice Knife]] or [[Ice Storm]], Lightning Charge damage is added to every component that damages a target.
** [[Draconic Bloodline]] [[Sorcerer|Sorcerers]] with a Lightning Ancestor can no longer increase the Lightning charge damage through [[Elemental Affinity: Damage|Elemental Affinity]].

Latest revision as of 19:07, 29 September 2024

  • Lightning courses through you. You have +1 to Attack Rolls and deal an additional 1Damage TypesLightning damage.
  • If you gain 5 charges, they are consumed the next time you deal damage, and you deal an additional 1d8Damage TypesLightning damage.
  • You lose 1 charge per turn.

Properties

Stack ID Stack ID: MAG_CHARGED_LIGHTNING

Loses duration Loses duration: start of turn

If already applied If already applied: add to duration

Conditions with the same stack ID

Conditions with the stack ID MAG_CHARGED_LIGHTNING, only one of these can be applied at the same time:

Condition Effects

Lightning Charges (Condition) Lightning Charges

  • Lightning courses through you. You have +1 to Attack Rolls and deal an additional 1Damage TypesLightning damage.
  • If you gain 5 charges, they are consumed the next time you deal damage, and you deal an additional 1d8Damage TypesLightning damage.
  • You lose 1 charge per turn.


Items that grant Lightning Charges[edit | edit source]

Items that interact with Lightning Charges[edit | edit source]

Other notable items that work with Lightning[edit | edit source]

Notes[edit | edit source]

  • The extra damage is added to Falling damage if the falling creature was shoved or pushed by someone with Lightning Charges.
  • Patch #3 changed how Lightning Charge damages enemies:
    • For Area of Effect spells such as Shatter, the Lightning Charge damage is now dealt to every target hit.
    • For spells with two damage components such as Ice Knife or Ice Storm, Lightning Charge damage is added to every component that damages a target.
    • Draconic Bloodline Sorcerers with a Lightning Ancestor can no longer increase the Lightning charge damage through Elemental Affinity.