A bright streak of electricity arcs from your hand to a point you choose within range and then charges with a low hum before exploding in a wave of lightning. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
The electricity lingers in the effected area until the start of your next turn, dealing 1d6 lightning damage to any creature that starts its turn within the spells effect. It chars the area and leaves a strong smell of ozone.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
* - (A small piece of copper wire)Previous Versions
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12/9/2021 10:29:41 PM
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