==== Plasma Arc ==== //4th-level Evocation//\\ **Casting Time:** 1 Action\\ **Range:** 120 Feet\\ **Components:** V, S, M (a metal rod and a piece of fur)\\ **Duration:** Concentration, 1 Minute\\ You form a small sphere of electrical energy at a point within range for the duration of the spell. The energy arcs towards each creature within 20 feet of the sphere, shocking their nervous system.\\ Each creature within range must make a Constitution Saving Throw. If the creature has Resistance or Vulnerability to Lightning Damage, it has advantage or disadvantage on the saving throw respectively. If it is Immune to Lightning Damage it automatically succeeds.\\ On a Failed Saving Throw, the target's body locks up as the electrical energy overtakes their nervous system. They take 3d6 Lightning Damage and are Paralyzed until the spell ends. At the end of their turn, they can repeat their Saving Throw to end this effect. On a Success Save, they take half damage and are not Paralyzed.\\ While the target remains within 20 feet of the sphere it takes 2d6 Lightning Damage at the start of each of it's turns until the spell ends or the creature leaves the 20 feet radius. If it reenters the radius it does not take the damage again.\\ At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, increase the damage dealt by 2d6 for each level beyond 4th. When using a spell slot of 6th level or higher, ignore the advantage a target would gain if they have resistance to Lightning Damage.\\ **Classes:** Sorcerer, Wizard