Haywire

3rd-Level Enchantment
Casting Time: 1 action
Range: 90 feet
Components: VS
Duration: (C) 1 minute

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 or operated by a creature is automatically affected. If an electronic device is held or operated by a creature, that creature must succeed on an Intelligence saving throw or have the device affected by the spell.
At the start of your turn, or at the start of a creature's turn if they are holding or operating a device affected by this spell, roll a d10 to determine its behavior for that turn.
d10Result
1If the device can move, it uses all its movement to move in a random direction. If it does not or cannot, the device shuts down and must be restarted. Do not roll again for this device until it is restarted.
2-6The device does not function.
7-8The device experiences a power surge, ausing 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.
9-10The device is usable as normal.
As an action, a creature within 5 feet of an affected device can make an Intelligence check against your spell save DC, ending the spell on that device on a success.
At 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.

Source: Unearthed Arcana: Modern Magic

Changelog