Consumes the metal shards or ore in your free hand to generate electrically-conductive metal spires in a target 40ft square area on the ground. The target area becomes difficult terrain for the duration.
All creatures entering the area must make a Dexterity saving throw upon entering the area, and take 3d6 lightning damage on a failed save per turn that they remain in the area. All creatures struck by lightning damage must also make a Strength saving throw or be stunned for 1d4 turns, and lose any resistance to lightning damage for the duration.
Each turn, a stunned creature may make a Strength saving throw with an increased DC equal to your spell proficiency to escape the stun. A creature that has been stunned in the past 10 minutes gains an advantage against all saving throws.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage of this spell increases by 1d6 per spell level above 4th.
* - (metal shards or ore worth 25gp which the spell consumes; cast on ground that has metallic traces such as dirt or sand)
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