You release a wave of electromagnetic energy around yourself, lightning leaps from your fingertips and arcs toward a creature of your choice within range. The target must make a Dexterity saving throw, taking 2d6 lightning damage on a failed save, or half as much damage on a successful one.
Residual electricity continues crackling around the target. The next time that creature lands a successful melee attack before the end of your next turn, that creature takes 1d6 lightning damage, can't make any more attacks for the rest of the turn, and can't take reactions until the start of its next turn. The residual electricity then fades.
At Higher Levels. When you cast this spell using a spell slot of 3rd-level or higher, the damage (both initial and later) increase by 1d6 for every slot level above 2nd. In addition, you may choose 1 additional creature within range, per additional spell level.
* - (A thin piece of conductive metal)
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