|Casting Time:||Standard Action|
|Range:||Short (25' + 5' / 2 levels)|
|Target or Area:||1 creature or item|
The wizard Telaron developed this spell in his younger days. As he gained more experience in spellcasting, so did the versatility of this spell. The "Spark" spell is actually the first of 4 closely-related spells, each successive spell building on the previous. This allows Wizards and Sorcerers a chance to learn the next higher version of the spell, without counting towards their "Max # of Spells" or "Spells Known" limit.
The caster can target one creature or item within the range of the spell. Upon casting, a shower of sparks erupts at the targeted item or creature, causing 1d6 points of electrical damage (no save). This damage increases by 1d6 for every 2 caster levels beyond 1st level, to a maximum of 5d6 points at 9th level.
Under D20 system rules, the item is dealt electrical damage as appropriate for the item's material. The item may shatter, burst into flames, or any other affect appropriate to the item.
Under 2nd Edition rules, an item targeted by the spell is not dealt damage. Instead, the item is entitled to a Save vs. Electricity. A flamable item in the possesion of a creature suffers a -4 penalty to the save. An unattended flamable item will always fail its save. If the object fails its save, it will automatically shatter, burst into flames, or any other affect appropriate to the item.
In all versions, magical and metal items are unaffected, unless specifically vulnerable to electricity.