<strong>Lightning Hand</strong><br/>The spell of the Lightning Hand calls forth the power of<br/>electricity. This energy can manifest<br/>in several different ways, depending<br/>on the Tier of spell invoked. In any<br/>form, it is a potent weapon and the<br/>primary means of defence for most<br/>Brotherhood wizards. Some casters<br/>channel all of their lightning effects<br/>through a staff or bladed weapon,<br/>but most simply let the first and<br/>third Tier forms flow from their<br/>outstretched hands.<br/>Because the power inherent in a<br/>manifestation of Lightning Hand is<br/>so great, the spell effect sometimes<br/>resembles dense bluish-white fire<br/>instead of electricity. The damage<br/>remains electrical regardless of its<br/>visible form.<br/><br/><em>Tier I: Electric Pulse (1 Endurance)</em><br/>A scything lance of pure electrical energy leaps from the<br/>Brotherhood wizard’s hand and strikes any one target within<br/>30 feet. This requires a magical attack roll to hit and inflicts<br/>the Brotherhood wizard’s base magical damage plus his class<br/>level in electrical damage. All creatures in physical contact<br/>with the spell’s target take half the damage rolled due to<br/>conductivity. As the Brotherhood’s primary combat art,<br/>this spell can be cast and attacked with as many times as the<br/>caster has attacks per round based on his magical combat skill<br/>bonus (though each additional attack after the first costs an<br/>additional 1 Endurance).<br/><br/><em>Tier II: Sparking Steel (2 Endurance)</em><br/>By calling up the crackling energies of lightning itself, the<br/>Brotherhood wizard can bind them for a short time to a metal<br/>weapon of his choosing. This weapon does not have to be<br/>wielded by the wizard himself but he must touch the weapon<br/>in question during Sparking Steel’s casting. Any creature<br/>touching the imbued weapon when this spell is cast becomes<br/>immune to its electrical damage; anything else touching the<br/>weapon takes the caster’s base magical damage (as electrical<br/>damage) any time it comes into contact with them (such as<br/>during a successful melee attack). Sparking Steel lasts one<br/>round per class level.<br/><br/><em>Tier III: Arcstorm (5 Endurance)</em><br/>Arcstorm is the full fury of a lightning strike unleashed.<br/>Arcstorm does not require an attack roll and acts like Electric<br/>Pulse except that after the first target (which is automatically<br/>hit), it can leap to the nearest enemy within 30 feet of that<br/>creature and, if the Brotherhood wizard makes a successful<br/>magical ranged attack, inflicts base magical damage on it. It<br/>then keeps arcing to new targets as long as it never travels<br/>more than 30 feet between them. Arcstorm can only attack a<br/>number of targets (including the first one) equal to the caster’s<br/>class level and if the attack roll ever misses, it grounds out<br/>harmlessly.<br/>