Overcharge

  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a piece of corroded metal)
  • Duration: Concentration, up to 1 minute
  • Classes: Artificer, Sorcerer, Wizard

You touch a mechanical device or construct and overload it with magical energy. If the target is a device, it operates at peak efficiency but dangerously—it grants +2 to any checks made with it, but each use has a 10% chance of causing it to malfunction or explode (dealing 2d6 force damage to anyone within 5 feet).

If the target is a construct, it gains the following benefits:
- +2 bonus to AC
- +10 feet to speed
- Advantage on attack rolls

However, at the start of each of its turns, the construct takes 1d6 force damage from the overcharge.

When the spell ends, the construct or device is stunned/nonfunctional for 1 minute as it cools down.