This spell creates electrical discharges within a spherical area. Bolts of lightning leap repeatedly about within this area, regardless of the presence or location of metal, water, or other conductors. All beings within this area take 6d12 points of damage (unless immune to electrical damage), and all items must make a saving throw vs. electricity. The magic prevents lightning from traveling along conductive paths out of spell range; a man in full armor and a bather in a moat, both just outside the spell's area of effect, will be unharmed. The 3rd-level lightning rod spell is negated by the large number of bolts the storm generates. The 6th-level lightning rod spell creates a 30-foot safe zone if the metal pole survives an item saving throw vs. lightning (otherwise it is negated). The caster is unharmed by the spell, even if he stands in the center of the storm, by this or any other electrical attacks or effects during the spell's duration. The material components include a shard of glass, a scrap of fur, a piece of silver, and a flint.
Notes: Uncommon for Weather or Storm mages; otherwise very rare. Believed to originate from the World of Greyhawk setting (Updated from Dragon Magazine).