Vitality Cost


Casting Time

1 Action




10 Meters/5-Meter Sphere


1 Minute (10 Turns)


Con Save
You move a finger down in front of your face. Your other hand snaps to the side and you fire a sphere of electric energy from your fingertips. Upon impact, it expands, creating a sphere of electric energy that allows your allies to pass through freely and electrocutes whatever you want destroyed.
Chooses a point in range. A 5-meter radius sphere or a 10-meter long fence appears at that location. It is visible to all and whenever a creature would pass through the outer perimeter of the sphere or the fence, the spell delivers an electric shock. An affected creature must make a Constitution saving throw. On a failed save, the creature takes 8d10 lightning damage and is stunned until the start of its next turn. Unless the creature is moved out of the fence or the spell ends, it is affected again at the start of its next turn. Any creature that touches an affected creature or hits it with a melee attack is affected as though it stepped into the fence itself. On a successful save, the creature takes half as much damage and is not stunned.
Any physical projectile that tries to pass through the sphere is destroyed. This spell neutralizes bullets, missiles, grenades, runes, arrows, and similar projectiles that have physical mass. It cannot neutralize projectiles made of energy, like a fireball. Explosive ordnance detonates and runes trigger.
Upcast. Spend an additional 4 Vitality to deal an extra 1d10 lightning damage and increase the maximum radius of the fence by 1 meter.
Stunned. A stunned creature is incapacitated (It can’t take Actions or Reactions), can’t move, and can speak only falteringly. The creature automatically fails Strength and Dexterity Saving Throws and attack rolls against the creature have advantage.

Leave a Comment