Thunderbolt
Spell — see Magic and Spellcasting for the rules and the Spell Index for the full list.
Arcane 3 Type: blast, elemental (air)
Range: 0’ Duration: instantaneous
The caster releases a thunderous blast of electricity that extends 120’ from his outstretched hands. The thunderbolt passes through an area 5’ wide, arcing and jumping, so that, while it is not actually 5’ wide, for game purposes treat it as if it is so. Each creature in the area of effect must make a Blast saving throw. If the save fails, the creature suffers 1d6 points of extraordinary electricity damage per caster level and is deafened by shock and thunder. If the save succeeds, the creature suffers half that damage but is not deafened.
A deafened creature is easy to sneak up on and suffers a -2 penalty to surprise rolls. It can be backstabbed by an opponent outside its line of sight as if the creature were sneaking. Due to its inability to hear itself, a deafened creature has a -4 penalty on any throws that require vocalization (such as using Magical Music proficiency). The deafened creature can make another saving throw at the end of its initiative each round. If the save succeeds, it is no longer deafened.
The thunderbolt can also damage structures in its area of effect. It deals up to 1d6 extraordinary electrical structural damage per caster level to wooden structures and one-third that damage to stone structures. (It might deal less if the structure is not entirely in its area of effect.) If the damage caused to an interposing structure shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it may reflect from the barrier back towards the caster, or in a random direction at the Judge’s option. Creatures already affected by the thunderbolt do not take additional damage if struck by the reflection of the same bolt. A thunderbolt is so loud that it can be heard as a low rumble by creatures up to 10 miles away.