Level
5th
Casting Time
1 Bonus Action
Range/Area
Self 20 ft. (20 ft. )
Components
V, S, M *
Duration
Concentration 1 Minute
School
Evocation
Attack/Save
CON Save
Damage/Effect
Stunned

You begin storing electrical energy within yourself. You may use an action to release this energy, ending the spell. When the spell ends, a shockwave of electrical energy is discharged from your body. Each creature within 20 feet of you must make a Constitution saving throw. A creature takes lightning damage equal to the total accumulated damage and is stunned until the beginning of their next turn on a failed save. On a successful save, a creature takes half of the accumulated damage and is not stunned.

The spell's base damage is 7d8. On your turn, you may use a bonus action to store more electrical energy. When you do so, you gain 1 charge, up to a maximum of 4 charges. The damage increases by 1d8 for each charge.

While concentrating on this spell, if a creature within 20 feet of you hits you with an attack, it must make a Dexterity saving throw, as a small bolt of lightning leaps towards them. On a failed save, it takes 1d8 lightning damage, plus an additional d8 of lightning damage per 2 charges you have stored.

If this spell ends as a result of losing your concentration, you must also make the saving throw. The damage dealt to all creatures, including yourself, is halved, and you are stunned until the beginning of your next turn.

The electrical energy damages objects in the area and ignites flammable objects that aren't being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the base damage increases by 1d8 for each slot level above 5th, and the maximum number of charges also increases by 1.

* - (A piece of rubber and some fur)

Spell Tags: Damage Utility

Available For: Sorcerer (Legacy) Wizard (Legacy)

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