A beam of crackling, white energy lances out toward a creature within range, forming a connection of energy between you and the target. The Energy encompasses the target creating a static field around the target. While concentration is maintained on this spell the target of the spell has +2 to AC.
When the spell is cast, any creature caught between you and your target must make a Dexterity saving throw. A target takes 2d12 lightning damage on a failed save, or half as much damage on a successful one.
On each of your turns for the duration, you can use your action to send a pulse of energy between you and the target. This pulse of energy is 5ft wide and extends 30ft past your target in a straight light. Any creature caught (other than the original target of the spell) in this pulse must make a Dexterity saving throw. A target takes 2d12 lightning damage on a failed save, or half as much damage on a successful one.
The spell ends early if the target of the spell moves outside the 60ft spell range.
At Higher Levels. The spell's damage increases by 1d12, when cast at 5th level (3d12), 7th level (4d12), and 9th level (5d12).
* - (Human hair wrapped around a small piece of pointed metal)