Shock Coil (5e Spell)

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Shock Coil
5th-level Evocation
Casting time: 1 action
Range: Self (20-foot radius)
Components: V, S, M (a tightly-wound ball of copper wire)
Duration: Concentration, up to 10 minutes


Arcs of lightning emanate out from you, filling a 20-foot radius sphere centered on you with crackling electricity. When a creature enters the spell's area for the first time during a turn or ends its turn there, it must make a Dexterity saving throw. On a failure, it takes 5d6 lightning damage, has its speed reduced to 0 and can no longer take reactions until the start of its next turn. A creature that succeeds takes half as much damage and suffers no other effect. A creature wearing metal armor has disadvantage on this saving throw.

While you maintain concentration on this spell, you have immunity to lightning damage. As an action, you can extend a lash of lightning to strike at a target. Make a ranged spell attack against one target within 30 feet, with advantage if the target is wearing metal armor. The target takes 3d6 lightning damage and must succeed on a Strength saving throw or be pulled 15 feet toward you.

At Higher Levels. This spell uses Modular Spell Upcasting, meaning you are granted a number of Power Points equal to the level of the slot expended to cast this spell. Refer to the table below for how this spell can be upcast by allocating Power Points. You may link two eligible attributes.

—Power Point Cost—
0 1 2 3 4 5 6 7 8 9
Radius 🔗 10 ft. 20 ft. 30 ft. 40 ft. 50 ft. 60 ft.
Lash Range 🔗 15 ft. 30 ft. 45 ft. 60 ft. 90 ft. 120 ft. 150 ft. 300 ft.
Lightning Damage 🔗 3d6/1d6 4d6/2d6 5d6/3d6 6d6/4d6 7d6/5d6 8d6/6d6 9d6/7d6 10d6/8d8 11d6/9d6 12d6/10d6
Pull Distance 🔗 10 ft. 15 ft. 20 ft. 25 ft. 30 ft. 40 ft. 50 ft. 60 ft.
Duration Up to 1 minute Up to 10 minutes Up to 1 hour


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