Using their action the caster speaks the word of power: "COMET-SHOCK!" and they leap into the air, transforming their entire person including all things (but not other people) carried by the caster into a crackling comet of magical energy. They then ascend slightly over 100 feet in the air and shoot back down to a point that they pre-determine at the beginning of the next round creating a blast of electrical energy on their landing. They then immediately transmute back into their normal form. Anyone within a 30 foot radius around the landing spot must make a dexterity saving throw (dc of the spell is 12 + the casters constitution bonus) or take the full force of the blast.
If a saving throw is failed...
a. if the target is within 10 feet of the landing point, they will take 4d12 +16 points of lightning damage, their movement speed is slowed by half for the next round, and they loose the ability to use bonus actions or reactions on the round following impact.
b. If the target is from 11 to 20 feet from ground zero, they will have to make the same saving throw or take half damage from the blast, their movement speed is slowed by half for the next round, and they loose the ability to use bonus actions or reactions on the round following impact.
c. If the target is from 21 to 30 feet away from ground zero, they must make the saving throw or take 1/4 damage from the blast, their movement speed is slowed by half for the next round, and they loose the ability to use bonus actions or reactions on the round following impact.
If the saving throw is made, the damage is reduced by half and the target only loses the ability to use reactions on the round of impact.
* - (a shield carried by the caster must be in use, it is NOT consumed by the spells casting.)
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