|Spell level :||Innate level: 3, Druid: 3, Other: Air domain 3|
|Components :||Verbal and Somatic|
|Save :||Reflex 1/2|
|Spell resistance :||Yes|
All enemies within the area of effect take 1d6 points of electrical damage per caster level, to a maximum of 10d6.
Bug Notes Edit
Line 75: This doesn't make use of the much better NWN2 ApplyMetamagicVariableMods() function for metamagic empower/maximise.
Gameplay Notes Edit
As opposed to the in-game description, this spell is actually self-centered (range:personal).
This is essentially a Fireball spell but it only ever affects enemies, and does electrical damage instead of fire damage. This makes it one Druid spell which ranks quite highly for damage and utility. It also can affect objects like doors to batter them down. However, its large radius means it can easily destroy chests and the like, potentially breaking their contents.
This spell is also, like Fireball, a lot less effective against anyone with Evasion, which can ignore the damage done by this spell on a successful reflex save.
Note: The 3.5E version of this spell differs quite a bit. Instead of simply being a Druid Fireball, it instead fired separate bolts of lightning. The first one is automatic, but up to a maximum number of bolts equal to the caster's level can be called (maximum 10). Each round, a single bolt will do 3d6 damage to one creature, if the caster concentrates on doing it as a standard action. The area of effect lasts for 1 minute / caster level. The damage is also increased to 3d10 if in storm/rainy weather.
Of course, it would be much harder to implement this in NWN2, however, it is odd how Bioware/Obsidian didn't think that 1 bolt / level at 3d6/3d10 damage would be sufficient (which is what the original spell did), maybe even allowing 2 or bolts per creature.