Darkray's Death Lightning
(Evocation, Necromancy)

Range:  0
Components:  V, S, M
Duration:  Instantaneous
Casting Time:  Special
Area of Effect:  Special
Saving Throw:  None

This complex spell can inflict massive damage to opponents if successfully cast. During the casting time, the wizard gathers energy from the surrounding land, which is then released as deadly lightning bolts to all creatures within the area of effect (concealment or something like that can help avoid the bolts). Note that this spell does not distinguish between allies and enemies.
The gathering of energy is difficult. The wizard must concentrate for some time and each additional round augments the power of the bolts. The energy returns to the land through the victims' bodies, while causing great damage. The casting time of the spell equals the concentration time.
The caster is not able to perfectly control the collection of energy, so there is a possibility of spell failure before completion. If this happens, all energy returns to the land and the spell is wasted. A check must be made for each casting round.
Only high level spellcasters can gather large amounts of energy. This fact and all the details above are summarized in the following table:

	Conc. Time	HP of	Spell	Radius	Min.
	in rounds	Damage	failure	in feet	level
	1	4	1%	20	12
	2	9	1%	30	12
	3	15	2%	50	12
	4	22	3%	70	13
	5	30	5%	100	13
	6	39	7%	130	14
	7	49	10%	160	14
	8	60	15%	200	15
	9	72	20%	250	16
	10	85	30%	300	17

During the whole casting time, the caster remains aware of his environment and is able to perform basic mental actions. This includes choosing a target for Melf's minute meteors or ceasing one of his previously cast spells.
The material components are a wooden staff and a small obsidian orb which costs around 50 gp. The wizard must hold the staff on the ground with one hand and hold the orb high with the other. The staff gathers energy and stores it in the orb. When the wizard desires to strike, he must first lift the staff and then crush the orb on the ground (the orb becomes fragile and shatters automatically if dropped). The staff is not consumed.
If the caster is physically hit or the orb is damaged during the casting, the spell is not totally wasted. The orb releases some of the stored energy; some is lost. To find out how much energy is actually released roll 1d4+1 and subtract the result from the current casting round. As a side effect, the caster suffers half the stated damage as well, with a saving throw for quarter damage.
For example, if the wizard is disrupted in the 6th round, the orb breaks. The 1d4 rolled gives 1. Thus, the orb releases enough energy to inflict 22 HP to all creatures within 70 feet. The caster takes 11 points of damage or 5 HP if he saves.

