Evocation [air]
Level Magic-user 3
Components V, S, M
Casting Time 3 segments
Range 40-ft. plus 10-ft. per caster level
Area of Effect One bolt of lightning: either 80-ft. long by 5-ft. wide or 40-ft. long by 10-ft. wide. (see description)
Duration Instantaneous
Save Dexterity vs. Spell (save for half)
The spell creates a crackling bolt of lightning that fries anything in it's path.
The caster chooses a point of origination within the range of the spell (the caster must have line of sight and line of effect to this point). The lightning bolt begins there and extends in a straight line in a direction chosen by the caster.
The caster can choose one of two types of bolts: one bolt of 80-ft. long by 5-ft. wide or a forked bolt 40-ft. long by 10-ft. wide. (two 5-ft. wide bolts adjacent to each other). The length or thickness of the bolt cannot otherwise be changed.
All in the area of effect must save or take 1d6 electricity damage per caster level. Those that miss their save must make a Dexterity save vs. Petrify or fall prone due to the shock. In addition, all outer layer gear (including boots if standing on the ground) or liquids contained in metal (held anywhere on the person) must make a Dexterity item save vs. Lightning or be destroyed or broken (save negates). Flammable items that miss their save will catch on fire.
Those wearing metal armor gain a -2 penalty to the saving throw.
All unattended objects must save vs. Lightning or be destroyed or broken (save negates). Certain fragile items may automatically be destroyed (per the GM). Flammable items that miss their save will catch on fire.
Fortifications made of wood, including wooden doors will take 0.5 structural damage per caster level. If destroyed, the lightning bolt will continue beyond it. Lightning bolts pass through metal bars or gates without harming the metal.
A lightning bolt that comes into contact with a solid barrier (that is not destroyed by the contact) will rebound—to the limit of the spell's area of effect. However, the angle of incidence equals the angle of reflection. (See the Law of Reflection [Euclid, c.300 BCE.].) i.e. The GM will determine the angle of rebounding.
Any creature caught in the original bolt and the rebounding stroke must save twice, taking the worst result. A rebounding stroke does not otherwise do more damage.
A creature wearing items that are on fire will take 1d6 fire damage per round and this damage could burn other items in contact with the burning gear. A creature can be doused with water (from a full water skin) as a complex action. Otherwise, a creature can spend a complex action rolling on the floor (prone) which allows a Dexterity save vs. Petrify to douse the burning gear.
The spell is very noisy, heard from a mile away (or more) outside or, depending on the materials and obstructions, 150-ft. to 300-ft. radius indoors.
If scaring occurs, it will be melted skin at the entry point and damage to the feet.
Material Components. A bit of fur and an amber, crystal or glass rod. The component is consumed in the casting of the spell. Cost/Scarcity. 15 g.p./Uncommon.
Known Substitutions. None.