Ib-Dyn's Ionic Conduit (3.5e Spell)

Created by the cruel Ib-Dyn, this spell allow it caster to draw and absorb energy from electromagnetic bonds and bio-electricity, healing a invigorating yourself and allies while causing substantial harm. As you cast this spell you project arc of blue lightning through your eyes, hitting the targeted creature before moving toward another target (allies or enemy) within range.

The first creature hit by this spell take 1d10 electricity damage per caster level and become nauseated, exhausted and start burning for 1 round/level, a successful fort save reduce the damage to 1d10 electricity per two caster levels, negate the burning and cause the creature to be sickened and fatigued for 1 round/level. The burning caused by this spell end prematurely if a creature take no offensive actions for a round.

After the first creature, each enemies hit by this spell receive 1d8 damages per caster levels and become sickened, fatigued and start burning for 1 round/level, a successful fortitude save reduce the damage to damage to 1d6 electricity per two caster levels and negate the burning, sickened and fatigued.

The spell also possess many boons, the caster and any allies hit after the first creature are invigorated by the energy, healing 1d10 point of damages and gaining fast healing 10 for 1 round/per level, unlike normal fast healing this one stack with other source of fast healing (except multiple casting of this spell). If the caster or one of her ally has electricity absorption they regain twice as much hit point.

Due to the nature of the spell, energy resistance, energy absorption and energy immunity do not apply correctly to it. Energy resistance is completely negated, energy immunity simply halves the damages and energy absorption count as immunity.