The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon arcs electricity, and the attack deals an extra 1d6 lightning damage to the target and causes the target to become a conduit. At the start of each of its turns until the spell ends, the target must make a Strength saving throw. On a failed save, it takes 1d6 lightning damage. On a successful save, the spell ends. If another creature comes into contact with the target, the effect then jumps to that creature. An afflicted creature can use an action to ground the electricity, dnding the spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.
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