Level
6th
Casting Time
1 Action
Range/Area
80 ft. (50 ft. *)
Components
V, S
Duration
Concentration 1 Round
School
Evocation
Attack/Save
DEX Save
Damage/Effect
Lightning (...)

You hold out your hands above your head and start channeling pure electricity, shaping it into a 10 foot radius sphere. Creatures that are within 5 feet from the sphere while it's channeling must make a DEX saving throw at the start of their turn or be hit by an unstable lightning arc coming from the sphere and take 1d12 lightning damage in addition to being knocked prone. If they are successful they take half damage (rounded down) and no prone is applied.

You can then choose to throw the sphere to a point you can see within range on the same turn OR to keep expanding the sphere with one hand. If you choose to expand it, it gradually grows by 30 feet and you can expend a bonus action instead on your next turn to throw it. If you choose to not throw it or you cannot use a bonus action to do so, the sphere dissipates. Any form of visual or consciousness impairment (e.g. blindness, feared, etc.) will immediately cancel the spell but will refund the spell slot used.

Upon collision with terrain, creature, or reaching the end of its maximum distance, the sphere grows by another 10 feet in radius before exploding. All creatures within the radius (except for the caster) take 10d8 lightning damage and must make a CON saving throw or be knocked away by a shockwave 10 feet from the impact area. Objects and Constructs made out of highly conductive materials (i.e. gold, aluminum, silver, etc.) take double damage. The sphere ignites any flammable non-worn objects or terrain within the area. If you expanded the sphere, the collision also creates a natural thunder cloud in the sky above the impact area.

From the moment you cast this spell, roaring thunder can be heard throughout the whole duration while channeling, up to 300 feet away from your location (800 feet if you expanded the sphere). 

While channeling the sphere, any damage received will make you roll an INT saving throw. Upon failure, the spell ends early and the sphere dissipates along with its cloud, wasting the spell slot. While channeling this spell, you are immobile. If you cast this spell while midair, you will hover in place until its completion.

Spell Tags: Damage Debuff

Available For: Sorcerer (Legacy) Wizard (Legacy) Warlock (Legacy) - The Fathomless

Kryo_Fox

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