Lightning Spells

From the Fear Nightfall wiki · Iron's Spells 'n Spellbooks

Lightning Spells are the eleven spells of the lightning school, added by Iron's Spells 'n Spellbooks. They deal direct and area lightning damage, carry a caster across the ground or into the air, teleport the caster, and summon storms. Lightning is the school of fast, high-damage attacks with short cooldowns, plus a few long-cooldown area spells. A player who wants to cast lightning needs a spell scroll or a spellbook containing the spells, a casting implement, and mana (see Spellcasting).

Lightning also reaches the pack's creepers and mobs through the Fear Nightfall changes described below.

Overview

Lightning spells use the lightning spell power attribute as their focus. Each spell's damage is its base spell power plus a fixed amount per spell level, multiplied by the caster's spell power and lightning spell power. At the default configuration, all multipliers are 1.0 unless the caster has bonuses from gear or effects.

Gear and items that increase lightning spell power:

  • The Charged effect gives +5% lightning spell power per effect level, along with +5% attack damage and +5% movement speed per level. The Charge spell applies it to the caster (see Charge below).
  • The Lightning Upgrade Orb adds +5% lightning spell power per orb when used as an upgrade in the Arcane Anvil.
  • The Lightning Rod is a staff listed among the Staffs. A lightning variant of the Affinity Ring also exists.

Mobs that spawn as impalers' victims start with lightning resistance 0.5.

Spells

Each spell is listed below with its cast type, cost and cooldown, and the lowest scroll rarity it can appear at. The table below is generated from the spell data and lists the same values for all levels. Costs are given at level 1, with the increase per level in parentheses. Damage values assume default spell power and no bonuses.

Cast types follow the rules in Spellcasting. Instant spells fire when cast. Long spells are held to charge and released. Continuous spells are held and keep firing while the button is held.

SpellDescription
AscensionCast to strike lightning at your feet and ascend quickly into the air, and gain reduced gravity for a short duration. The lightning bolt deals damage and knocks back creatures struck.
Ball LightningConjure an orb of lightning that slowly moves forward, damaging creatures it phases through and bouncing off blocks.
Chain LightningStart a chain of lightning from a targeted creature, causing waves of zapping magic to cascade to nearby creatures
ChargeImbue yourself with the power of lightning, increasing your speed and combat abilities.
ElectrocuteHold to manifest a cone of electrical energy, damaging creatures in its path.
Lightning BoltDown from the heavens, summon a bolt of lightning.
Lightning LanceHold to charge a spear made of lightning. Release to throw it like a javelin, dealing high damage to the creature it hits.
ShockwaveCoalesce a surge of electrical power, and unleash it in a devastating shockwave, blasting exposed creatures.
ThunderstepTeleport a short distance forward, creating a wake of lightning that damages creatures you teleport through.
ThunderstormCast to conjure a thunderstorm centered around yourself, which strikes nearby creatures within sight with a small bolt of lightning every 2 seconds for the spell's duration.
Volt StrikeLeap forward in a spinning voltaic attack, striking the first creature or surface you hit, and dealing a residual blast in a small area around around the impact.

Ascension

Ascension is an instant spell with a minimum rarity of rare and a maximum level of 10. It costs 50 mana (+1 per level) and has a 15-second cooldown. The spell strikes a lightning bolt at the caster's feet and launches the caster upward. The bolt deals damage equal to spell power, reduced with distance from the strike point, and knocks back creatures it hits. While Ascension is active the caster has −85% gravity and the fall distance resets each tick, so the caster can rise and drift.

Ball Lightning

Ball Lightning is an instant spell with a minimum rarity of common and a maximum level of 10. It costs 20 mana (+4 per level) and has a 1-second cooldown. It creates a slow-moving orb of lightning that travels forward. The orb passes through creatures and damages each one it touches for half of the spell power. It bounces off blocks.

Chain Lightning

Chain Lightning is an instant spell with a minimum rarity of uncommon and a maximum level of 10. It costs 25 mana (+7 per level) and has a 20-second cooldown. The spell targets a creature within 32 blocks and deals damage equal to spell power to it. Lightning then jumps to nearby creatures, up to 3 plus the spell level in connections. Each jump reaches 1 plus half the spell power in blocks.

Charge

Charge is a long-cooldown instant spell with a minimum rarity of rare and a maximum level of 3. It costs 50 mana (+25 per level) and has a 40-second cooldown. It applies the Charged effect to the caster at effect level equal to the spell level, for 30 seconds multiplied by the caster's power multiplier. Charged raises attack damage, movement speed and lightning spell power by 5% per level.

Electrocute

Electrocute is a continuous spell with a minimum rarity of common and a maximum level of 10. It costs 3 mana (+1 per level) and has a 12-second cooldown. While the cast button is held, it fires cone-shaped electrical projectiles. Each projectile deals 1 plus 75% of the spell power.

Lightning Bolt

Lightning Bolt is an instant spell with a minimum rarity of epic and a maximum level of 10. It costs 75 mana (+15 per level) and has a 25-second cooldown. It calls a lightning bolt onto the targeted area. The bolt damages creatures near the strike point for the spell power.

Lightning Lance

Lightning Lance is a long spell with a minimum rarity of uncommon and a maximum level of 10. It costs 50 mana (+10 per level) and has an 8-second cooldown. The caster holds the cast for 2 seconds to charge a lance of lightning, then releases it as a thrown javelin. The lance deals high damage, scaling with spell power, to the first creature it hits.

Shockwave

Shockwave is a long spell with a minimum rarity of common and a maximum level of 8. It costs 70 mana (+5 per level) and has a 30-second cooldown. The caster prepares for 16 ticks, then releases a shockwave. The shockwave damages creatures within 8 plus the spell level blocks of the caster, for 4 plus 75% of the spell power.

Thunderstep

Thunderstep is an instant spell with a minimum rarity of uncommon and a maximum level of 5. It costs 75 mana (+15 per level) and has an 8-second cooldown. The caster teleports a short distance forward, leaving a wake of lightning. Creatures the caster passes through take damage equal to the spell power. The spell has two recasts.

Thunderstorm

Thunderstorm is a long spell with a minimum rarity of rare and a maximum level of 8. It costs 70 mana (+10 per level) and has a 120-second cooldown, the longest in the school. It applies the Thunderstorm effect to the caster, which lasts 20 seconds plus 2 seconds per level above 1 (the increase is multiplied by the power multiplier). During the effect, lightning strikes creatures in sight within 20 blocks, one strike every 2 seconds. At the default configuration, a strike deals 8 damage at level 1 and 15 damage at level 8.

Volt Strike

Volt Strike is an instant spell with a minimum rarity of common and a maximum level of 10. It costs 30 mana (+5 per level) and has a 10-second cooldown. The caster leaps forward in a spinning attack and strikes the first creature or surface hit. The spell deals 5 plus spell power as damage, rising from 6 at level 1 to 15 at level 10 at default power. A residual blast damages creatures in a small area around the impact.

Obtaining the spells

Lightning spells are learned from Scrolls and Spell Books. A scroll holds one spell and can be merged with ink in the Arcane Anvil to raise its rarity or level. Scrolls can be found in loot, and the wandering trader sells random scrolls. This pack adds Iron's Spells loot to the chests it maps, so the spells appear in more structure chests than in the base mod (see the Fear Nightfall changes section).

Scroll rarity follows the pack's spell rarity brackets: the first 30% of spell levels are common, the next 25% uncommon, the next 20% rare, the next 15% epic and the top 10% legendary. A spell cannot appear below its minimum rarity.

Fear Nightfall changes

  • Iron's Spells loot is added to the chests the pack maps, so lightning scrolls turn up in more structures.
  • An uncharged creeper struck by lightning is healed to full health and becomes fire immune. Fire damage to charged creepers is cancelled. Right-clicking a charged creeper with a glass bottle gives a lightning bottle and deals 5 damage to the creeper.
  • The spell values listed above are the mod's defaults. The pack's server sets no per-spell config overrides.

Tips

  • Thunderstorm has a 120-second cooldown, so plan fights around its long effect duration rather than casting it repeatedly.
  • Lightning Lance and Shockwave are long casts. Stay still until the cast completes, because taking damage cancels a cast.
  • Charged and lightning upgrade orbs both raise the damage of every lightning spell, so Charge suits an opening cast before a fight.