|Level||Adp 3, Arc 3, Shu 4, Sor/Wiz 3, Wmg 3|
|Components||V, S, M|
|Casting Time||1 standard action|
|Saving Throw||Reflex half|
|Sources||System Reference Document on page 248|
Electricity deals 1d6/level damage.
Deal 1d6/level (max 10d6) electricity damage.
A bit of fur and an amber, crystal, or glass rod.
You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips.
The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spells range permits; otherwise, it stops at the barrier just as any other spell effect does.
Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
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