|Components:||V, S, M|
|Casting Time:||Standard Action|
|Range:||Medium (100' + 10' / level)|
|Target or Area:||1 or more orbs, 5' radius burst per orb|
|Saving Throw:||Reflex half (or Save vs. Spell)|
The third in the "Spark" line of spells, this spell calls down charged orbs of lightning, which explode into small bursts of electricity upon strikeing their targets. A Wizard of at least 13th level who has already learned the "Spark" and "Arc Lightning" spells, gains a +4 bonus (or +20%) to his chance to learn the spell. A Sorcerer of at least 14th level who already knows the "Spark" and "Arc Lightning" spells, 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 caster calls down one or more orbs of ball lightning, which explode in a 5' radius burst upon striking their target or the designated spot. The caster can call 1 orb for every 3 caster levels. Orbs can be spaced no less than 5' apart, and no more than 30' apart. Each orb explodes for 3d6 electrical damage, plus 1 per caster level, to all creatures and items in its burt radius. Any creature damaged by more than one orb takes only half damage from the additional orbs.
If a solid barrier (door, wall) is struck by directly by an orb (not just its burst), 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.