Level
2nd
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S, M *
Duration
Concentration
1 Minute
School
Transmutation
Attack/Save
None
Damage/Effect
Lightning
You choose a manufactured metal object, such as a weapon or suit of armor, that you can see within range. The object begins to vibrate with intense electrical energy. Any creature in physical contact with the object takes 2d8 lightning damage when you cast the spell.
Until the spell ends, you can use a bonus action on each of your turns to cause the object to pulse, dealing another 2d8 lightning damage.
If the object is worn or carried, the creature holding or wearing it must succeed on a Constitution saving throw each time this damage is dealt or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
Comments