You hurl a ball of electric energy at a creature or object you can see within range. The target must make a Dexterity saving throw, taking 4d12 lightning damage on a failure.
If the target succeeds on its save, it takes no damage and instead deflects the spell, gaining control of it. The target may then use an action on its turn to redirect the projectile at a new target of its choice out to a range of 60 feet. The new target must make a Dexterity saving throw against the original caster's Spell Save DC, with the same consequences for failure or success. If a creature chooses not to use this projectile on its turn, it defuses, and the spell ends.
This spell's redirection effect can be triggered an indefinite number of times until the duration expires.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, its damage increases by 1d12 for every slot level above 2nd.
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