You can use electric magic to make targets unsteady.
Prerequisite: Able to cast 3 spells that deal electricity damage
Benefit: You can cast spells that deal electricity damage as “jolt spells,” which have less total power and move more slowly but linger on their target’s body. Only spells that allow a saving throw and deal electricity damage can be jolt spells, and the save DC of a jolt spell is 1 lower than normal (because the weaker, slower lightning is easier to dodge). When you cast a jolt spell, any target that fails its save against the spell suffers muscle spasms from the lingering electricity.
Targets with muscle spasms suffer a –4 penalty to all Dex-based ability and skill checks, and a –2 penalty to all ranged attack rolls. This penalty lasts 1 round for each level of the jolt spell (minimum 1 round). Targets with Improved Evasion or immunity to electricity damage are immune to this added effect.
Adventurer’s Handbook: Genius Guide Volume 1