You create a 1 foot diameter mote of crackling energy and direct it towards a creature you can see within range.
On the target's turn they may use their action to either try to avoid damage or to redirect it back to you, if they don't use their action for either option they instead take damage as normal and the spell ends.
If the target uses their action to try to avoid the globe they must make a Dexterity saving throw or take 2d12 lightning damage, half on a success, and the spell ends. If the target uses their action to redirect it back at you they must make a melee attack roll against the globe's AC, if they succeed the globe is deflected towards you but if they fail they take damage as normal and the spell ends. A target with multiple attacks may replace one of their attacks with the deflection, but no more than one.
If the globe is deflected you become the new target and must use your action to either dodge or deflect as the spell describes. If you successfully deflect the globe it is sent back towards the original target.
The globe's AC starts at 5 and increases by 2 every time it is deflected, symbolizing it gaining speed between hits. Additionally, the damage increases by 1d4 every two successful deflections (whenever you strike it back towards the original target.)
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 1d12 for each slot level above 2nd.
Previous Versions
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9/13/2020 9:07:53 PM
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Coming Soon
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