|Components:||V, S, M|
|Casting Time:||Standard Action|
|Target or Area:||Spread, up to 5' radius / 2 levels|
|Saving Throw:||Reflex half (or Save vs. Spell)|
Frustrated by a lack of good close-range area-effect spells, Silver sought to create a low-level electrical spell that could be used on multiple targets within melee range. This spell was the result of that research.
Upon finishing the casting of the spell, a massive electric charge builds up around the caster, which discharges at the end of the round. The caster is free to move around after finishing the casting, if they have not yet moved. When the buildup discharges, it creates a 2'-high wave of electricity about waiste-high, which expands outward in a horizontal ring. The area of affect can be as little as 5' in radius, as desired by the caster, or can spread outward up to 5' for every 2 caster levels, to a maximum of 25' radius at 10th level.
All creatures (except the caster) within the area of affect suffer 1d6 points of damage for every level of the caster, to a maximum of 10d6 damage. Affected creatures may attempt a saving throw for half damage. Creatures which fail their saving throws are stunned for 1 round.
The shockwave can ignite exposed combustibles or shatter other small unattended objects (saving throw to avoid, if applicable). If a creature has failed its saving throw, any combustibles or small objects in his possesion may also be affected. Magical and metallic items are unnaffected. Unlike Lightning Bolt, this spell cannot breach barriers.
The material components of this spell are a small steel pin and a piece of amber worth at least 10gp.