You electrify a glass ball and hurl it towards a target area. The energy within grows larger as it flies, zapping enemies along its path and devastating the area where it lands. Make a ranged spell attack for accuracy. Enemies along the Voltbomb's line of trajectory and at the point of impact must all make a Dexterity saving throw. Creatures within a 10-foot sphere of where the bomb lands take 6d8 Lightning damage, or half on a successful save. Creatures who are along the line of trajectory but outside the 10-foot sphere take 3d8 lightning damage, or half on a successful save. Creatures who are wet, or creatures such as water elementals and steam mephits who are primarily comprised of water, automatically fail this save.
You may choose to activate the spell and throw it on a subsequent turn as a bonus action. However, due to the volatile nature of the spell, the ball must be thrown or otherwise utilized within 2 turns, otherwise the stored energy will force its way free and detonate where it is.
* - (Palm-sized glass ball)
Comments