{"name":"Haywire","spell_level":"3-level","casting_time":"1 action","range":"90 feet","components":"Verbal, Somatic","materials":"","duration":"Concentration, up to 1 minute","school":"Enchantment","attack":"","effect":"","higher_levels":"When you cast this spell using a spell slot of 4th level or higher, the radius of the sphere affected by the spell increases by 5 feet for each slot level above 3rd.","classes":"[blocklink:1477613], [blocklink:1477629], [blocklink:1477663]","spell_description":"This spell plays havoc with electronic devices, making the use of such devices all but impossible. Each electronic device in a 10-foot-radius sphere centered on a point you choose within range is subject to random behavior while it remains within the area. A device not held by a creature is automatically affected. If an electronic device is held by a creature, that creature must succeed on a Wisdom saving throw or have the device affected by the spell.\r\n\r\nAt the start of each of your turns, roll a d6 for each affected device to determine its behavior. Except where otherwise indicated, that behavior lasts until the start of your next turn while this spell is in effect.\r\n[table][tr][th]D6[\/th][th]Effect[\/th][\/tr][tr][td]1[\/td][td]The device shuts down and must be restarted. Do not roll again for this device until it is restarted.[\/td][\/tr][tr][td]2-4[\/td][td]The device does not function.[\/td][\/tr][tr][td]5[\/td][td]The device experiences a power surge, causing an electric shock to the wielder (if any and one random creature within 5 feet of the device. Each affected creature must make a Dexterity saving throw against your spell save DC, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one.[\/td][\/tr][tr][td]6[\/td][td]The device is usable as normal.[\/td][\/tr][\/table]","source":"UA","tags":"Spell, 3rd Level, Enchantment","templateId":"3000","blockId":"1575600","world":"4fb9d855-142b-4776-972c-9b680c1d330a","folder":"26567","isShared":"on"}