diff --git a/game/modules/tome/data/birth/classes/mage.lua b/game/modules/tome/data/birth/classes/mage.lua
index 427e8482da2038d8b06f8e9d6dcf52e1384ee009..98c265451c6a39531130982ed1bde8260db90113 100644
--- a/game/modules/tome/data/birth/classes/mage.lua
+++ b/game/modules/tome/data/birth/classes/mage.lua
@@ -150,7 +150,7 @@ newBirthDescriptor{
 			end
 		end,
 		function(actor)
-			if core.shader.active(4) then actor:addParticles(Particles.new("shader_ring_rotating", 1, {radius=1.1}, {type="sparks", hide_center=0, zoom=3, xy={0, 0}}))
+			if core.shader.active(4) then actor:addParticles(Particles.new("shader_ring_rotating", 1, {rotation=0, radius=1.1, img="lightningshield"}, {type="lightningshield"}))
 			else actor:addParticles(Particles.new("tempest", 1))
 			end
 		end,
diff --git a/game/modules/tome/data/gfx/particles_images/lightningshield.png b/game/modules/tome/data/gfx/particles_images/lightningshield.png
new file mode 100644
index 0000000000000000000000000000000000000000..bc8398fe3381173e23fd35105f660c24c1faaddc
Binary files /dev/null and b/game/modules/tome/data/gfx/particles_images/lightningshield.png differ
diff --git a/game/modules/tome/data/gfx/particles_images/lightningshield_yellowish.png b/game/modules/tome/data/gfx/particles_images/lightningshield_yellowish.png
new file mode 100644
index 0000000000000000000000000000000000000000..e807f0808b6827c5500e16046a29813056c25f99
Binary files /dev/null and b/game/modules/tome/data/gfx/particles_images/lightningshield_yellowish.png differ
diff --git a/game/modules/tome/data/gfx/shaders/lightningshield.frag b/game/modules/tome/data/gfx/shaders/lightningshield.frag
new file mode 100644
index 0000000000000000000000000000000000000000..2fc82a202be6f817cc706136284b2735b417fd9e
--- /dev/null
+++ b/game/modules/tome/data/gfx/shaders/lightningshield.frag
@@ -0,0 +1,217 @@
+uniform sampler2D tex;
+uniform float tick;
+uniform float time_factor;
+
+uniform vec2 ellipsoidalFactor = vec2(1.0, 1.0); //(1.0, 1.0) is perfect circle, (2.0, 1.0) is vertical ellipse, (1.0, 2.0) is horizontal ellipse
+	
+vec4 permute( vec4 x ) {
+
+	return mod( ( ( x * 34.0 ) + 1.0 ) * x, 289.0 );
+
+} 
+
+vec4 taylorInvSqrt( vec4 r ) {
+
+	return 1.79284291400159 - 0.85373472095314 * r;
+
+}
+
+float snoise( vec3 v ) {
+
+	const vec2 C = vec2( 1.0 / 6.0, 1.0 / 3.0 );
+	const vec4 D = vec4( 0.0, 0.5, 1.0, 2.0 );
+
+	// First corner
+
+	vec3 i  = floor( v + dot( v, C.yyy ) );
+	vec3 x0 = v - i + dot( i, C.xxx );
+
+	// Other corners
+
+	vec3 g = step( x0.yzx, x0.xyz );
+	vec3 l = 1.0 - g;
+	vec3 i1 = min( g.xyz, l.zxy );
+	vec3 i2 = max( g.xyz, l.zxy );
+
+	vec3 x1 = x0 - i1 + 1.0 * C.xxx;
+	vec3 x2 = x0 - i2 + 2.0 * C.xxx;
+	vec3 x3 = x0 - 1. + 3.0 * C.xxx;
+
+	// Permutations
+
+	i = mod( i, 289.0 );
+	vec4 p = permute( permute( permute(
+		i.z + vec4( 0.0, i1.z, i2.z, 1.0 ) )
+		+ i.y + vec4( 0.0, i1.y, i2.y, 1.0 ) )
+		+ i.x + vec4( 0.0, i1.x, i2.x, 1.0 ) );
+
+	// Gradients
+	// ( N*N points uniformly over a square, mapped onto an octahedron.)
+
+	float n_ = 1.0 / 7.0; // N=7
+
+	vec3 ns = n_ * D.wyz - D.xzx;
+
+	vec4 j = p - 49.0 * floor( p * ns.z *ns.z );  //  mod(p,N*N)
+
+	vec4 x_ = floor( j * ns.z );
+	vec4 y_ = floor( j - 7.0 * x_ );    // mod(j,N)
+
+	vec4 x = x_ *ns.x + ns.yyyy;
+	vec4 y = y_ *ns.x + ns.yyyy;
+	vec4 h = 1.0 - abs( x ) - abs( y );
+
+	vec4 b0 = vec4( x.xy, y.xy );
+	vec4 b1 = vec4( x.zw, y.zw );
+
+
+	vec4 s0 = floor( b0 ) * 2.0 + 1.0;
+	vec4 s1 = floor( b1 ) * 2.0 + 1.0;
+	vec4 sh = -step( h, vec4( 0.0 ) );
+
+	vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
+	vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
+
+	vec3 p0 = vec3( a0.xy, h.x );
+	vec3 p1 = vec3( a0.zw, h.y );
+	vec3 p2 = vec3( a1.xy, h.z );
+	vec3 p3 = vec3( a1.zw, h.w );
+
+	// Normalise gradients
+
+	vec4 norm = taylorInvSqrt( vec4( dot( p0, p0 ), dot( p1, p1 ), dot( p2, p2 ), dot( p3, p3 ) ) );
+	p0 *= norm.x;
+	p1 *= norm.y;
+	p2 *= norm.z;
+	p3 *= norm.w;
+
+	// Mix final noise value
+
+	vec4 m = max( 0.6 - vec4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 );
+	m = m * m;
+	return 42.0 * dot( m*m, vec4( dot( p0, x0 ), dot( p1, x1 ),
+		dot( p2, x2 ), dot( p3, x3 ) ) );
+
+}  
+
+vec2 snoise2(vec3 pos)
+{
+	return vec2(snoise(pos), snoise(pos + vec3(0.0, 0.0, 1.0)));
+}
+
+float GetFireDelta(float currTime, vec2 pos, float freqMult, float stretchMult, float scrollSpeed, float evolutionSpeed)
+{
+	//firewall
+	float delta = 0.0;
+//	pos.y += (1.0 - pos.y) * 0.5;
+	//pos.y += 0.5;
+	pos.y /= stretchMult;
+	pos *= freqMult;
+	pos.y += currTime * scrollSpeed;
+//	pos.y -= currTime * 3.0;
+	
+	delta += snoise(vec3(pos * 1.0, currTime * 1.0 * evolutionSpeed)) * 1.5;
+	delta += snoise(vec3(pos * 2.0, currTime * 2.0 * evolutionSpeed)) * 1.5;
+	delta += snoise(vec3(pos * 4.0, currTime * 4.0 * evolutionSpeed)) * 1.5;	
+	delta += snoise(vec3(pos * 8.0, currTime * 8.0 * evolutionSpeed)) * 1.5;
+	delta += snoise(vec3(pos * 16.0, currTime * 16.0 * evolutionSpeed)) * 0.5;
+
+	return delta; 
+}
+vec4 GetFireColor(float currTime, vec2 pos, float freqMult, float stretchMult, float ampMult)
+{
+	float delta = GetFireDelta(currTime, pos, freqMult, stretchMult, 3.0, 0.1);
+	delta *= min(1.0, max(0.0, 1.0 * (1.0 - pos.y)));
+	delta *= min(1.0, max(0.0, 1.0 * (0.0 + pos.y)));
+	vec2 displacedPoint = pos + vec2(0, delta * ampMult);
+	displacedPoint.y = min(0.99, displacedPoint.y);
+	displacedPoint.y = max(0.01, displacedPoint.y);
+	
+	return texture2D(tex, displacedPoint);
+}
+
+vec4 GetCheckboardColor(vec2 pos)
+{
+	vec4 col = vec4(0.0, 0.0, 0.0, 0.0);
+	if(pos.x > 0.0 && pos.x < 1.0 && pos.y > 0.0 && pos.y < 1.0)
+	{
+		if(mod(pos.x, 0.1) < 0.05 ^^ mod(pos.y, 0.1) < 0.05)
+			col = vec4(pos.x, pos.y, 0.0, 1.0);
+		else
+			col = vec4(0.0, 0.0, 0.0, 1.0);
+	}
+	return col;
+}
+
+vec4 GetLightningColor(float phase, vec2 pos)
+{
+	vec4 col = texture2D(tex, pos);
+	float fadeoffTime = 0.7;
+	float propagationIntensity = 0.9 * (1.0 - min(phase / (1.0 - fadeoffTime), 1.0));
+	col.a -= propagationIntensity;
+	col.a /= (1.0 - propagationIntensity);
+	col.a *= pow(1.0 - (phase - (1.0 - fadeoffTime)) / fadeoffTime, 2.0);
+	return col;
+}
+
+vec2 Rotate(vec2 point, float ang)
+{
+	return vec2(
+		point.x * cos(ang) - point.y * sin(ang),
+		point.x * sin(ang) + point.y * cos(ang));
+}
+
+void main(void)
+{
+	vec2 radius = gl_TexCoord[0].xy - vec2(0.5, 0.5);
+
+	radius *= ellipsoidalFactor;
+	
+	float radiusLen = length(radius);
+	vec4 resultColor = vec4(0.0, 0.0, 0.0, 0.0);
+	float scaledTime = 5.0 * tick / time_factor;//(1.0 + sin(10.0 * tick / time_factor)) * 0.5;
+	scaledTime += GetFireDelta(scaledTime, vec2(0.0, 0.0), 0.01, 1.0, 0.0, 0.05) * 0.3;
+	float lightningNum = floor(scaledTime);
+	float scale = min(1.0, (scaledTime - floor(scaledTime)) * 1.0);
+
+	vec2 offset = vec2(
+		GetFireDelta(lightningNum, vec2(0.0, 0.0), 1.0, 1.0, 0.0, 0.3) * 0.1,
+		GetFireDelta(lightningNum, vec2(0.0, 0.0), 1.0, 1.0, 0.0, 0.2) * 0.1);
+
+	float antialiasingRadius = 0.92;
+	float antialiasingCoef = 1.0;
+	float shieldDensity = 0.1 * 0.0;
+	float shieldLuminance = 1.8;
+	
+	float sinAlpha = radiusLen * 2.0;
+	float alpha = 0.0;
+	if(sinAlpha > 1.0)
+	{
+		gl_FragColor = vec4(0.0, 0.0, 0.0, 0.0);
+		return;
+	}else
+	{
+		if(sinAlpha > antialiasingRadius)
+		{
+			antialiasingCoef = (1.0 - sinAlpha) / (1.0 - antialiasingRadius);
+		}
+		alpha = asin(sinAlpha);
+	}
+	vec2 sphericalProjectedCoord = radius * (alpha / (3.141592 / 2.0)) / radiusLen;
+	sphericalProjectedCoord = Rotate(sphericalProjectedCoord + vec2(scale * 0.1, 0.0), offset.x * 200.0) + offset * 1.3 + vec2(1.0, 1.0);
+
+
+	vec4 c = GetLightningColor(scale, sphericalProjectedCoord / (3.0 + offset.x * 5.0));
+
+	//exponential thin layer absorbtion under angle alpha
+	//layer thickness is c.a * shieldIntensity
+	c.a = max(c.a, 0.0);
+	//c += vec4(0.05, 0.05, 0.05, 0.05);
+	float thickness = c.a * max(0.0, 1.0 / cos(alpha) - 0.7);
+	c.a = 1.0 - exp(-thickness * shieldDensity) + thickness * shieldLuminance;
+
+	c.a = min(0.99, c.a) * antialiasingCoef;
+	c.a *= gl_Color.a;
+
+	gl_FragColor = c;
+}
diff --git a/game/modules/tome/data/gfx/shaders/lightningshield.lua b/game/modules/tome/data/gfx/shaders/lightningshield.lua
new file mode 100644
index 0000000000000000000000000000000000000000..45812812944569047007a1985aef1acab68959d6
--- /dev/null
+++ b/game/modules/tome/data/gfx/shaders/lightningshield.lua
@@ -0,0 +1,27 @@
+-- ToME - Tales of Maj'Eyal
+-- Copyright (C) 2009, 2010, 2011, 2012, 2013 Nicolas Casalini
+--
+-- This program is free software: you can redistribute it and/or modify
+-- it under the terms of the GNU General Public License as published by
+-- the Free Software Foundation, either version 3 of the License, or
+-- (at your option) any later version.
+--
+-- This program is distributed in the hope that it will be useful,
+-- but WITHOUT ANY WARRANTY; without even the implied warranty of
+-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+-- GNU General Public License for more details.
+--
+-- You should have received a copy of the GNU General Public License
+-- along with this program.  If not, see <http://www.gnu.org/licenses/>.
+--
+-- Nicolas Casalini "DarkGod"
+-- darkgod@te4.org
+
+return {
+	frag = "lightningshield",
+	vert = nil,
+	args = {
+		time_factor = time_factor or 6000,
+	},
+	clone = false,
+}
diff --git a/game/modules/tome/data/talents/spells/storm.lua b/game/modules/tome/data/talents/spells/storm.lua
index 98ae783a787110370fb69f4005ae7661596c74c8..99c802c9f4a937a5af4881bcc9769041226fda65 100644
--- a/game/modules/tome/data/talents/spells/storm.lua
+++ b/game/modules/tome/data/talents/spells/storm.lua
@@ -150,7 +150,7 @@ newTalent{
 		game:playSoundNear(self, "talents/thunderstorm")
 		local particle
 		if core.shader.active(4) then
-			particle = self:addParticles(Particles.new("shader_ring_rotating", 1, {radius=1.1}, {type="sparks", hide_center=0, zoom=3, xy={self.x, self.y}}))
+			particle = self:addParticles(Particles.new("shader_ring_rotating", 1, {rotation=0, radius=1.1, img="lightningshield"}, {type="lightningshield"}))
 		else
 			particle = self:addParticles(Particles.new("tempest", 1))
 		end