- Casting Time
- 1 action
- Duration
- Concentration, up to 10 minutes
- Range
- Close · 30 feet
- Components
- S · F
You run a discharge path from a creature within range into the nearest mass that can absorb it. For the duration, the target has immunity to lightning damage and resistance to thunder and force damage, and it cannot gain the Overcharged condition. Each time the line carries a discharge, it leaves a scorched track on the ground from the target to where the discharge ended. The track marks where the target was standing.
At Higher Levels
| Slot | Effect |
|---|---|
| 6th | At 6th level and above, you can protect one additional creature within range. |
The current line
A line opens low and forks. Where you go from here depends on what you took to get here.
- cant Recharge (utility)
- cant Static
- L1 Spark Bolt
- L2 Stun Shot
- L3 Tendril
- L4 Shunt (grounding)
- L5 Thunderbolt
- L6 Cascade
- L7 Barrage
- L8 Gridlock (area-denial)
- L8 Pillar
- L9 Tempest
- L10 Surge
Role
- protection