Electricity covers one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. On a failed save, the target also continues to get shocked for the spell’s duration. The shocked target has their speed reduced by half, and disadvantage on any Strength or Dexterity based ability checks and saving throws. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 lightning damage on a failed save, and the spell ends on a successful one.
This spell can be ended if the target touches another creature, at which time the spell and its effects transfer to the new creature but only deals 2d6 lightning damage on a failed save at the end of each turn.
If damage from this spell kills a target, the target is turned to a pool of plasma.
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