|Components:||V, S, M|
|Casting Time:||Standard Action|
|Range:||Short (25' + 5' / 2 levels)|
|Target or Area:||1 or more targets|
|Saving Throw:||Reflex half (or Save vs. Spell)|
Based in part on the "Spark" spell, this spell is a variant of the standard "Lightning Bolt". A Wizard of at least 7th level who has already learned the "Spark" spell gains a +4 bonus (or +20%) to his chance to learn the spell. A Sorcerer of at least 8th level who already knows the "Spark" spell has a 50% chance to automatically gain this spell. When gained in this way, the spell does not count towards the Wizard's or Sorcerer's limit (if any) of spells known.
Upon casting, the one or more bolts of lightning erupt from the caster's outstretched fingertips, and strike the targeted creatures and/or items. The caster can produce 1 bolt for every 2 caster levels. Each bolt works similar to Lightning bolt, but deals 2d6 electrical damage, plus 1 per caster level, to all creatures and items in its path. Bolts will create an arcing path to avoid allies. Any creature struck by more than one bolt takes only half damage from the additional bolts.
If a solid barrier (door, wall) is struck by the bolt, the barrier can either be dealt damage as if it were a creature (D20 systems), or its chance of shattering can be determined by the barrier's thickness. The chance of shattering is 50%, plus 5% for every level of the caster, and minus 5% for every 1" of wood or 1/2" of stone. If a bolt strikes a metal barrier, the energy of the bolt may either become grounded or pass through unobstructed, at the discretion of the DM.
The material component of this spell is a piece of rose quartz at least 1" in diameter, with no visible cracks or chips.