You unleash branching bolts of lightning that split and arc through the air.
Choose up to six creatures you can see within a 60-foot cone originating from you. Each target must make a Dexterity saving throw.
On a failed save, a creature takes 6d10 lightning damage. On a successful save, it takes half damage.
Overloaded Conduction. If a creature fails the saving throw by 5 or more, it becomes Static Charged until the end of your next turn.
While Static Charged: The creature takes 2d6 lightning damage the first time it takes damage each turn. The creature sheds crackling sparks of electricity and has disadvantage on Stealth checks.
At Higher levels: when you cast this spell usingva 6th level slot or higher, the damage increases by 1d8 for each spell slot above 5th. When cast at 7th level or higher, the Static cling damage increases to 3d6
Choose a point within 60 ft. a 20 ft radius disk filled with bright stars appears 50 feet above that point. the spell fails if you cannot see a point in the air the disk for appear, (such as a room that is too small.) Each creature in the radius must succeed a dex save a target takes 6d6 on a failed save half on success as stars rain down onto them. On each of your turns until spell ends you can use your action to move the disk up to 20 feet and call down stars this way again. If you are outside during the night with a clear sky, the sky itself powers the spell, increases damage by 1d6.
At higher levels: when you cast this spell using a spell slot of 4th level or higher, increase the damage by 1d6 for each spell slot above 3rd.