You draw the bow used in the spell's casting and make a ranged attack with it against a target you can see within the weapon's range. Lightning envelops your arrow as you draw back the string. On a hit, the attack deals an extra 1d6 lightning damage. Additionally, the target becomes volted until the end of your next turn. A creature immune to lightning damage cannot be volted.
While volted, the creature subtracts 1d4 from its melee or ranged weapon attacks as the residual electricity causes involuntary twitching. If the creature takes additional lightning damage before the condition ends, arcane electricity overloads its optical nerves, and it must make a Constitution saving throw. On a failed save, the creature is blinded until the end of its next turn. On a successful save, the creature is blinded until the start of its next turn.
Alternatively, if the creature takes fire damage before the condition ends, a concussive blast wracks the target's mind, and it must make a Wisdom saving throw. On a failed save, the creature is stunned until the end of its next turn. On a successful save, the creature is stunned until the start of its next turn.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
Previous Versions
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6/1/2024 8:08:44 PM
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2
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6/1/2024 8:25:56 PM
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4
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Coming Soon
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9/5/2024 5:13:28 AM
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9
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1
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Coming Soon
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