Level
1st
Casting Time
1 Action
Range/Area
30 ft.
Components
V, S, M *
Duration
Concentration 10 Minutes
School
Evocation
Attack/Save
DEX Save
Damage/Effect
Lightning

You let loose a thread of concentrated lightning at a metal object or body of water you can see within range. If it is a metal object, it must fit within a 5-foot cube. If it is water, it must occupy a space no more than 10 feet on a side (though it may be part of a larger body of water). The next creature to physically touch the target must make a Dexterity saving throw, taking 2d10 lightning damage on a failed save, or half as much on a success. Whether they save or fail, the spell then ends.

While an object is electrified, the effect is subtle but not invisible. A successful Intelligence (Arcana) or Intelligence (Investigation) check reveals the effect is present without triggering it.

At Higher Levels. When cast using a 2nd-level spell slot or higher, the number of creatures the spell can effect after the first increases by 1 for every level above 1st. If a single creature remains in contact with an electrified object (such as a weapon or suit of armor) or stays in a space of electrified water, the effect triggers again at the start of each of its turns.

* - (a bead of amber, crystal, or glass)

Spell Tags: Damage

Available For: Druid (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

Parazrael

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