This spell creates a bolt of rippling red energy that strikes one creature in range and zaps it for 3d6 points of acid, cold, electricity, fire and sonic damage (for a total of 15d6 damage). Then, the spell targets every creature within 25 feet and sends more bolts of energy flying from the orignal target and striking them for the same amounts and types of damage. Creatures within 25 feet of the new targets are targeted and zapped, rebounding endlessly until no more eligible targets are within range. Ineligible targets include creatures already hit, you, those touching you when you cast the spell, constructs, creatures with 50% or greater concealment from the latest target (not including shields, invisibility, darkness, blur or displacement), creatures outside the spell range, and creatures farther than 75 feet from any previous target.
Incorporeal creatures and those who make their spell resistance check may be targeted, but they take no damage, and the spell does not rebound from them.
The generic name of this spell is Elemental Dynamics or Dastardly Dynamics of Doom.
Material component: A rubber ball as big as your fist. The ball must be thrown in the general direction of the first target, transforming into the rippling energy bolt as it's released.