You shroud yourself in a jolting field of electricity, and then launch yourself at your enemies. You must pick a creature or an unoccupied space you can see within range as the target for the spell.
If the target is an unoccupied space, you fly through the air and land in the targeted space. Any creature within 20-foot-radius of you when landing takes 3d6 lightning damage and must make a constitution saving throw against your spell save DC. On a failed save the target is jolted, causing the creature to take an extra 1d6 lightning damage each time it takes damage until the start of your next turn. On a successful save, the target is not jolted. Any flammable objects not being worn or carried within the spells radius are ignited.
If the target of the spell is a creature, you fly through the air and collide with the creature, and then land in the nearest unoccupied space. You must roll a ranged spell attack. On a hit, the target creature takes 6d6 lightning damage, and must make a constitution saving throw against your spell save DC. On a failed save the target is jolted, causing it to take an extra 2d6 lightning damage each time it takes damage until the start of your next turn. On a successful save, the target is not jolted.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius, collision, and jolted damage all increase by 1d6 for every two slot levels above 4th.
* - (a short piece of fine copper wire)
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