A ball of light flashes from your finger to an unoccupied point in space you choose within range which then sparks into a field of pulsating electric charge which lasts for the duration. Each creature within a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 2d8 lightning damage on a failed save, or half as much damage on a successful one. A creature takes the same damage when it enters the sphere for the first time on a turn or ends its turn there. The field spreads around corners. If a creature is struck by 3 or more fields within the same turn they must succeed on a Constitution saving throw against your spell save DC or be stunned until the beginning of their next turn.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the spell creates one more sphere for each slot level above 2nd.
* - (A pinch of pocket lint)
Comments