Casting this spell creates a volatile, electrical field with a 10 ft radius that is centered on a spell casting focus and it's wielder. The focus then begins to buzz softly and glow in a dim blue or violet light as the air molecules around it are ionized by the electric field. The electrical field is otherwise invisible.
Any creature that enters the spell's area for the first time on their turn or begins their turn there must make succeed on a Dexterity saving throw or take 2d6 fire damage as a tendril of luminous plasma strikes out from the focus towards the creature. The creature takes half damage on a successful save. When cast above second level, the spell's damage increases by 1d6 for each additional spell level.
The caster must maintain physical contact with the focus to maintain concentration on the spell. The spell's effect is lost if the caster releases or drops the focus.
* - (Spell casting focus )
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