Duration: until discharges; see below
Area of Effect: one creature or object
Casting Time: 1 round
Saving Throw: none
Level: mage (1st)
Creates a powerful, magical electric charge which the caster is able to store in their body, once the spell is cast. The caster does not need to concentrate on the charge ~ however, once the caster relaxes, or settles into an ordinary walk, the charge will dissipate as the caster's heart rate drops.
Meanwhile, the first living creature that is touched, or object that is grasped with both hands, will receive an electrical shock that will cause 1d8 damage, +1 damage per level of the caster. This discharge cannot be resisted, should it occur.
To touch a resisting creature, the caster must roll to hit armor class 10; but failure to hit does not remove the potential charge in the caster's body.
If used against an object, the shock will force a saving throw against electricity.