You create a floating, ball of static electricity within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can cause the electro ball to discharge lighting forcing each creature within 10 feet of the electro ball to make a Dexterity saving throw (DC: 8 + your proficiency modifier + your spellcasting modifier) taking 2d4 lightning on a failed save or half as much on a successful one.
As a bonus action on your turn, you can move the electro ball up to 40 feet and cause the electro ball to discharge lightning forcing each creature within 10 feet of the electro ball to make a Dexterity saving throw (DC: 8 + your proficiency modifier + your spellcasting modifier) taking 2d4 lightning on a failed save or half as much on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for every level above 2nd.
* - (a glass bead and a pinch of sand)Previous Versions
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9/16/2021 9:01:22 PM
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