5e SRD >Spells >

Flicker

4th-level evocation

Classes: bard, druid, fighter (eldritch knight), ranger, sorcerer, wizard

Casting Time: 1 action

Components: V, S, M (a bit of wire or copper)

Range: 25 feet

Duration: 1 minute

You interrupt electrical currents and signals in a 30-footsphere. Electronic machines are turned off and equipment dependent on electricity to operate lose power, regardless of whether that power comes from an outside source or an internal battery, power cell, or similar power supply. Magic items that deal lightning damage or create any other kind of electricity effect cease functioning and any spell that uses lightning or electricity descriptor is suppressed (see below). Sentient creatures and objects can attempt to reactivate themselves, an object they are wearing or wielding, or a device they are operating once per round by attempting a Constitution saving throw; however, even if successful a new save is required every round thereafter to keep the object or ability functioning. During any round in which the save is failed, the object or ability once again cease functioning.

Creating a lightning effect within the flicker is difficult. Such effects are suppressed within the area unless the caster succeeds on a saving throw using their casting ability score. If the effect affects an area or multiple targets, some of whom are inside and some outside the flicker, those outside its area are affected normally.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, increase the radius of effect by 10 feet per spell slot used above 4th.

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