Level
2nd
Casting Time
1 Action
Range/Area
Self
Components
V, S
Duration
Instantaneous
School
Evocation
Attack/Save
DEX Save
Damage/Effect
Damage (...)

Your body erupts with arcing lightning energy making your movement exceptionally quick. As a part of casting this spell, choose a target you can see and reach with your walking speed, and take the most direct route to the target. This movement causes attacks of opportunity to be at disadvantage but utilizes however much speed it took you to get to your target. For example, if your walking speed is 50 feet but you only use 30 feet to reach your target then you still retain 20 feet of movement. Vice Versa, utilizing movement before casting the spell takes away from the distance achievable at the casting of the spell. Dashing does not increase the distance available, but effects/traits/features such as Longstrider, Haste, Feline Agility, Mobile, and Bladesinging do.

Once reaching the target you may make a melee weapon attack against them. On a successful hit, your melee attack gains an additional 2D8 Lightning damage as the lightning arcs from the weapon into the target. On a hit, the target must make a Dex saving throw, and if they pass they receive half damage, a failing save takes full damage. The target makes the save at a disadvantage if they are wielding a weapon made of metal or wearing armor made of metal. This damage cannot be stacked with another/spell or cantrip affecting the weapon. Casting another spell/cantrip dispels any stored energy from the weapon. However, It is still compatible with the weapon's innate abilities.

At Higher Levels:

Add 1D8 lightning damage for each level beyond the 2nd.

Spell Tags: Damage Movement

Available For: Druid (Legacy) Wizard (Legacy) Bard (Legacy) - College of Swords Wizard (Legacy) - Bladesinging (Legacy) Fighter (Legacy) - Eldritch Knight (Legacy) Artificer (Legacy) - Battle Smith (Legacy)

JCBBlueDevil

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