You throw out a 20-foot-radius electric mesh on the ground. The mesh remains for the duration of the spell. Each creature in the mesh when it lands must make a Dexterity saving throw or take 2d6 Lightning Damage, half on a successful save. Anyone who fails the save cannot use reactions until the end of their next turn. The area is difficult terrain.
Until the spell end you can use your bonus action to electrify a single target or the whole mesh. If you choose to electrify a single target you make a ranged spell attack against the target. On a hit the target takes 4d6 lightning damage and can't take reactions until the end of their next turn. If you choose to electrify the whole mesh everyone inside must make a Dexterity saving throw. The target takes 2d6 lightning damage on a failed save and half as much on a successful one. Anyone who fails the save cannot use reactions until the end of there next turn.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.
* - (Spider web)
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