Mezzalldam's Lightning Swarm
(Invocation/Evocation)

Range:  10 yards per level
Components:  V, S, M
Duration:  2 rounds
Casting Time:  9
Area of Effect:  5-foot wide, 5-foot per level long ray
Saving Throw:  1/2

When this spell is cast, a 5-foot wide, electrically-charged, blue ray shoots from the wizard's finger, and strikes as directed up to a distance of 10 yards per level of the wizard. The ray travels in a straight line and is blocked by most obstacles; however, it will burn through thin, flammable material such as cloth and straw.
When the ray reaches its terminal point, as chosen by the wizard (or when it strikes a blocking obstacle) it will erupt into a lightning swarm. This swarm appears as a glowing, blue sphere with dozens of small lightning bolts flashing in all directions. The radius of the swarm is 5 feet per level of the wizard.
Anyone caught inside the swarm suffers 10d6 points of damage; a successful saving throw versus spell reduces this damage by half (victims wearing metal armour suffer a -2 penalty to their saving throw). Those who fail their saving throw must make a saving throw versus lightning for all their objects; items that fail their saving throw are destroyed.
If the wizard desires, the swarm may be continued for a second round. If full concentration is maintained, the wizard may move the swarm 10 feet per level of the wizard; if the wizard's concentration is broken, the swarm stays where it is. Anyone that comes into contact with the swarm during the second round suffers 5d6 points of damage. Those who successfully saved on the first round automatically save on the second round as well.
The material component for this spell is the heart of a blue dragon, which is consumed when the spell is cast. Evil wizards have discovered that the heart of a bronze dragon will also work as a material component for this spell.

