Level
2nd
Casting Time
1 Action Ritual
Range/Area
Self (15 ft. *)
Components
V, S, M *
Duration
1 Minute
School
Transmutation
Attack/Save
DEX Save
Damage/Effect
Damage (...)

You push magical current throughout your body making it conductive to heat or electricity. Choose whether you want Heat Conductivity or Electrical Conductivity when you cast this spell, additionally you can end the effects of this spell as a bonus action.

Heat Conductivity: Searing heat courses through your veins as whenever you take fire damage you absorb it and release it back outwards, each creature within 15 ft of you must make a Dex save equal to your spell save DC and takes damage equal to the amount of fire damage you just took + proficiency bonus on a failed save, and half as much on a successful one. Additionally, creatures hit with this effect must make a Con save DC equal to the amt of damage taken. On a failed Con save they become conductive to heat and now take double fire damage for 1d4 turns. On a successful Con save nothing happens

Electrical Conductivity: Electricity arcs through your body, ready to leap to a new target. Whenever you deal lightning damage, you can rebound some of the damage to additional targets equal to the amount of creatures hit with the origin of the initial lighting damage within 30 ft of you making ranged spell attacks to each creature targeted by this effect, additionally you can't target creatures that have already been delt lightning damage this turn. Whenever a creature is hit with this effect it and you take lightning damage equal to 1/4th of the damage delt by the triggering effect

* - (Short copper wire worth 1 Gp)

Spell Tags: Damage Debuff

Available For: Druid (Legacy) Sorcerer (Legacy) Warlock (Legacy)

Heyoitbemedeath

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