You fire a jolt of unstable electricity that disrupts a creature’s defenses. Make a ranged spell attack against a creature within range. On a hit, the target takes 2d10 lightning damage, and its Armor Class is reduced by 1 until the start of your next turn.
EX1. You have advantage on the attack roll, and the reduction to the target’s Armor Class increases to 2.
EX2. You don’t make an attack roll for the spell; it hits automatically, and the reduction to the target’s Armor Class increases to 3.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Extended Casting. The casting time of this spell can be extended, delaying its release to gain its listed extension effects. Any spell slot used to cast the spell is expended when you begin casting it. While extending the spell, you must maintain concentration and can change its target; if your concentration ends before release, the spell fails. On each subsequent turn, the spell gains the next listed extension effect in addition to those already gained, and you must use your action to continue casting or release it. Once it has gained its highest listed extension effect, you must release it on that turn or the spell fails.
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