Your understanding of the conductive properties of lightning magic allows you to generate electric chain reactions and bestow magical conductivity to other creatures for the duration of the spell.
When you cast the spell and as an action on your subsequent turns, you can sling a mote of electrical weave to a target you can see within range. Make a ranged spell attack, on a hit the target takes 2d6 lightning damage and has to make a Constitution Saving Throw, on a fail the target becomes Charged for the duration of the spell. If you target a creature wearing armor made of metal, it makes the saving throw with disadvantage.
Charged: Once per turn one of the following effects, the first to happen, can take place:
- If a creature within 10 feet of you takes any lightning damage you take 1d6 lightning damage as residual electricity arcs towards you.
- If you deal or take lightning damage, the damage increases by 1d6 as your inner electrical charge sparks.
At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the maximum distance between each Charged creature increases by 5 feet, and the damage (both from the initial attack and the Charged effects) increases by 1d6, for each slot level above 2nd.
* - (small metallic fork)
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