You don't simply conduct electricity; you conduct electricity. You manipulate it in one of the following ways:
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You instantaneously create a 5 foot tether of lightning between two objects that are within range, no more than five feet apart, are able to conduct electricity and are not being worn or carried. Tethered objects must be mainly comprised of the conductive material (studded leather armor wouldn't work, but an iron knife with a wooden handle would). The tether is as strong as a length of rope, and can be held or climbed just as easily. Both of the tethered objects must be able to conduct electricity. A STR check equal to your spellcasting modifier must be made as an action to break the tether. As an action on a subsequent turn, the tether can be made up to five feet longer, counting as a separate non-instantaneous effect. You can shorten the tether as an action, but shortening it below five feet causes the tether to contract, either drawing the tethered objects together or snapping under significant resistance.
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You may attempt to tether an object being worn or carried by another creature to another object (i.e. tether a knight's metal armor to an iron cage, ). The target creature must succeed on a STR saving throw to break the tether before it draws taught. On a failed save, the tether forms and must be broken normally. A creature tethered in this way has full range of motion within the length of the tether, as if it is tied at the waist with five feet of slack.
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You can use an action to positively or negatively charge an object that is not being worn or carried by a hostile creature and is no longer than five feet on any side for one hour. Oppositely charged objects attract, while equally charged objects repel one another. Both separating a magnetic attraction and forcing two repelling objects together requires a STR check equal to your spell save DC.
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Arcs lightning and flows of electricity dance harmlessly between your hands, creating shapes and humming tunes at your command.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
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