Shocking Blast (5e Spell)
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|Casting time:||1 action|
|Range:||Self (10-foot cube or 5-foot radius)|
|Components:||V, S, M (discs of copper and zinc)|
A burst of electricity erupts from you. Each creature in a 10-foot cube or 5-foot radius (your choice when you cast this spell) originating from you must make a Dexterity saving throw. On a failed save, a creature takes 2d8 lightning damage and cannot take reactions until the start of its next turn. On a successful saving throw, a creature takes half as much damage and maintains its ability to take reactions.
If the area of this spell overlaps with a body of water that occupies an area no larger than twice the area of the spell, all creatures in the water must make the Dexterity saving throw. Creatures that are completely submerged automatically fail. On a failure, a creature suffers the same effects, but takes half as much damage. On a success, a creature takes no damage.
Creatures that are immune to lightning damage retain their ability to take reactions.
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.
|—Power Point Cost—|
|Size 🔗||10 ft. cube/5 ft. radius||15 ft. cube/10 ft. radius||20 ft. cube/15 ft. radius||25 ft. cube/20 ft. radius||30 ft. cube/25 ft. radius||35 ft. cube/30 ft. radius||40 ft. cube/35 ft. radius||45 ft. cube/40 ft. radius||50 ft. cube/45 ft. radius||55 ft. cube/50 ft. radius|
|Lightning Damage 🔗||1d8||2d8||3d8||4d8||5d8||6d8||7d8||8d8||9d8||10d8|
|Casting Time||1 action||—||1 bonus action||—||—||—||—||—||—||—|