Shockwave
(Invocation/Evocation)

Range:  0
Components:  V, S, M
Duration:  1 round
Casting Time:  9
Area of Effect:  100-yard radius
Saving Throw:  1/2

This spell sends a high energy tremor through the ground in a circle surrounding the wizard. All creatures on the ground at the time of casting are affected. The shockwave causes 10d6+10 damage (save for half). In addition, all creatures with fewer than 4 legs are automatically knocked down. Creatures with 4 or more legs can make a Dexterity check (or save versus death magic for creatures with no dexterity) to keep their feet. All creatures are stunned for 1d6 rounds, and wizards and priests may not cast spells for 1d6 rounds after that. Creatures who save are stunned for 1 round, and may cast spells 1d4 rounds after. The material components of this spell are earth elemental remains and a shard of a tree struck by lightning.

