Charge

Charge

Components: V, S, M

Casting Time: 10 minutes

Duration: Permanent until discharged

Range: Touch

Area of Effect: 1 object

Saving Throw: Dex / negates effect

You infuse one object with a magical trap. Anyone other than you who touches the object takes 10d6 lightning damage, or half damage with a successful Dexterity saving throw. You can create a command word when the spell is cast that will allow other creatures to handle the item safely.

The presence of a charge on an object can be detected with a successful Intelligence (Investigation) check; the DC equals your spell saving throw.