Level: Air 6, Evoker 6
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One primary target, plus ten secondary targets (each of which must be within 30 ft. of the primary target)
Saving Throw: Reflex Half
Spell Resistance: Yes
Spell Points: 11
A discharge of energy explodes from your fingertips towards the monster, and from that monster to the next, and on until the whole group is howling in pain.
The arc of energy unerringly strikes one creature or object within range, then arcs to up to 10 other targets.
Every target hit by the arc takes 11d6 points of electricity damage, but can attempt a Reflex saving throw for half damage.
You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.
The crackling energy is piercing and hard to dodge. The spell has a saving throw DC 2 higher than that of an ordinary spell of its level, and grants a +2 bonus on caster level checks for the purpose of overcoming spell resistance.
Augment: For every additional spell point you spend, this spell’s damage increases by one die (d6), and you can select an additional secondary target.