Magic-user 3
Range. 4” plus 1” per CL
Duration. Instantaneous
Area of Effect. Special
Evocation
Components. V, S, M
Casting Time. 3s
Saving Throw. ½
Upon casting this spell, the magic user releases a powerful stroke of electrical energy which causes damage equal to 1 six-sided die (d6) for each level of experience of the spell caster to creatures within its area of effect, or 50% of such damage to such creatures which successfully save versus the attack form.
The range of the bolt is the location of the commencement of the stroke, ie. if shot to 6", the bolt would extend from this point to n inches further distance.
The lightning bolt will set fire to combustibles, sunder wooden doors, splinter up to 1-ft thickness of stone, and melt metals with a low melting point (lead, gold, copper, silver, bronze). Saving throws must be made for objects which withstand the full force of a stroke (cf. fireball).
The area of the lightning bolt's effect is determined by the spell caster, just as its distance is. The stroke can be either a forking bolt 1" wide and 4" long, or a single bolt ½" wide and 8" long.
If a 12th level magic-user cast the spell at its maximum range, 16" in this case, the stroke would begin at 16" and flash outward from there, as a forked bolt ending at 20" or a single one ending at 24". If the full length of the stroke is not possible due to the interposition of a nonconducting barrier (such as a stone wall), the lightning bolt will double and rebound towards its caster, its length being the normal total from beginning to end of stroke, damage caused to interposing barriers notwithstanding.
Example. An 8" stroke is begun at a range of 4" but the possible space in the desired direction is only 3½"; so the bolt begins at the 3½" maximum, and it rebounds 8" in the direction of its creator.
The material components of the spell are a bit of fur and an amber, crystal or glass rod.
Note that physical damage is not exceptional, so that if a solid wall is struck, the bolt effectively rebounds its full remaining distance. If it strikes a barrier which is shattered/broken through by the force of the stroke, then the bolt continues beyond.
Underwater, this spell resembles a fireball as pertains to area of effect. Instead of a stroke, the electrical discharge takes the form of a 2" radius sphere, centering on the point where a stroke would originate were the spell cast above water. All those within the sphere will suffer the full effect (saving throw indicates one-half damage).