Perhaps I'm misunderstanding, but it seems to me there's a simpler solution.
Just make a radial Ramp texture, and project it down along the length of the cells (centered so that the bright center of the ramp is located over the location of the lightning). Now attach that projection to the Glow Intensity of your shader. If I've interpreted things correctly, that should make the tendrils closest to the lightning (which are receiving the bright center value of the ramp) glow brightly, while the tendrils further away (lying under the darker outer area of the ramp) will remain dim.
Make sure you do NOT tile your ramp texture, and that you set the Default Color to black (so that tendrils outside the projection don't glow at all). You can use some UV noise on your ramp to break up the symmetry of it, etc. etc...
Let me know if there's something I've missed.
Good luck! --The shot looks great!
-Steve