You create a powerful electromagnetic field around you in a 10-foot sphere that lasts for the duration. It moves with you and follows your motions. While active, electricity sparks inside the sphere. Electronic objects may be damaged or cease to function. In addition, creatures within that radius must make a Dexterity saving throw upon entering the sphere and beginning their turn inside the sphere, taking 2d4 lightning damage on a failed save, and half as much on a successful one. A creature wearing metal armor or a similar amount of conductive material has disadvantage on the save. Moreover, if they fail the save, they are Stunned until the beginning of their next turn.
At Higher Levels. When this spell is cast using a 4th or 5th level spell slot, each affected creature must make the save twice, against two different bolts. At 6th or 7th level, they must make the save three times; at 8th level, four times; and at 9th level, the range also increases to 60 feet.
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