You begin to channel immense energy from the world around you and concentrate it into a brilliant orb that, when released, will fire all built up energy as lightning bolts, striking a single enemy for 3d8 lightning damage.
Each turn you may use your action instead to maintain concentration and not release the spell. Each turn spent doing so will add 1 charge level to the orb (beginning at 0 for the turn in which you cast this spell). Each charge level adds 2d8 lightning damage to the total damage upon release (i.e., Same turn release = 3d8, +1 Charge level = 5d8, +2 Charge Levels = 7d8, etc.) If something causes you to lose concentration then the orb will be released and will strike the nearest enemy with 1/2 of the rolled damage based on the orb's Charge Level.
Releasing the orb after any amount of charging takes the time of a bonus action, rather than an action, and does not count as having cast a leveled spell this turn.
Each individual cast of Channel Lightning only takes up one spell slot, no matter how many turns are spent charging it. The maximum amount of Charge Levels possible is 10. Upon reaching this level the orb must be released at a target the next turn and gains a bonus 2d8 lightning damage added to the total, on top of the normal Charged Level damage, resulting in 25d8 lightning damage (3d8 for initial cast, 20d8 for Charge Levels, and 2d8 bonus for maximum charge).
You may cast Channel Lightning at a higher level to increase the number of targets that Channel Lightning can hit upon release; attacking 1 additional target for each level above 2nd.
* - (6 Gold Pieces (Consumed upon use))
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