5e SRD >Spells >

Livewire

2nd-level transmutation

Casting Time 1 action

Range Touch

Components V, S

Duration Concentration, up to 10 minutes

The power’s never out when you have this spell at your fingertips.

As you cast this spell, touch a wire. The wire may or may not be insulated, but it must be designed to carry electricity. For the duration of the spell, you may power electrical devices connected to the wire, within reason (for example, you could power a room in a house, but not an entire factory).

You may also cause a power surge in the wire, potentially destroying any delicate electronics directly connected to it.

Using the spell in this way ends it immediately.

If you cast this spell on a loose wire up to 10 feet in length, you may treat it as a whip. Make a melee spell attack with a range of 10 feet. On a successful attack, you deal 2d8 lightning damage to the target. Wires which are five feet or shorter in length have an effective range of five feet.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the whip’s damage increases by 1d8 for every two slot levels above 2nd.

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Tails of the City © 2020, Silver Games, Llc; Authors: David Silver