Bolt of Indra (3.5e Spell)

Bearing the name of the God of rain and thunderstorms, this bolt of intense black lightning strikes with untold quickness and savagery, arcing in ways that lightning shouldn't, and robs its victims of control over their very bodies.

You release a thunderous stroke of black electricity that deals 1d6 points of electricity damage per caster level to each creature within its area (Reflex half; creatures and objects of metal or creatures wearing armor predominantly made of metal take a -5 penalty to the save DC). The electricity branches off to the closest nearby creature or conducive object within 10 feet of any creature or object caught within the line (20 feet if the nearby creature or object is predominantly made of, or clad in, metal). If the bolt impacts a solid creature, object, wall, barrier, or other obstacle of Huge size or larger, its energy diffuses into a 30-foot-radius burst, subjecting everything within its area to the effect of the spell. The caster may choose to suppress the burst if desired.

If the bolt hits a surface of water or other conducive liquid, every creature and object making contact with the water within 60 feet of the point of impact will be made subject to the effects of the spell. In conditions of rain, heavy weather, and against targets partially or completely submerged in water, the spell's damage dice increase from d6 to d10.

Living creatures with discernible anatomy that take damage from this spell are shocked for 1d6 rounds. In this shocked condition, they take 3d8 points of additional electricity damage at the start of each turn, and must each turn make a Fortitude save or be effectively stifled until their next turn, as per the spell. Whenever an attack roll is made against a shocked creature, it must make a Fortitude save or count as flat-footed for the duration of that attack. A creature that is immune to electricity or to critical hits is generally unaffected by this condition.