A dark cloud of crackling lightning appears at a point you choose within range. The cloud has a 10-foot radius, and its stormy presence lasts for 1 minute. Any creature that enters the cloud or starts its turn within it must make a Dexterity saving throw. On a failed save, creatures take 2d6 lightning damage, or half as much on a successful save. Creatures wearing metal armor have disadvantage on this saving throw.
Additionally, any creature that fails the saving throw has its movement reduced by 10 feet until the end of its next turn and suffers disadvantage on Dexterity-based ability checks it makes before the end of its next turn as electrical currents cause its muscles to spasm unpredictably.
Each creature that fails the saving throw also takes 1d6 lightning damage for every other creature that failed the save.
Metal objects within the cloud that are not worn or carried become infused with magical static electricity. These objects must be handled with care for up to 1 hour after the spell ends. Any creature that touches or moves such an object within this time takes 1d6 lightning damage. The objects return to a neutral state after 1 hour.
At Higher Levels:
When you cast this spell using a spell slot of 4th level or higher, the radius increases by 5 feet and the damage increases by 1d6 for each slot level above 3rd.
* - (Steel wool wrapped around a copper shard)
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