Lightning Spells

by Zed Fraank

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Lightning Spells

Static Bolts

evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V,S
  • Duration: Instantaneous

You send a hail of sparks towards your foes. Make two ranged spell attacks against targets within range. On a hit the target takes 1d4 lightning damage.

The spell creates more sparks when you reach higher levels: four sparks at 5th level, six sparks at 11th level, and eight sparks at 17th level.

Arcing Charge

conjuration cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V,S
  • Duration: Instantaneous

You strike a target with a crackling spark and give it a charged aura that draws in steel and iron weapons. Make a ranged spell attack within range. On a hit the target takes 1d8 lightning damage, and the next weapon attack roll made against the target before the end of your next turn has advantage.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Dazzling Spark

1st-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V,S
  • Duration: Instantaneous

You fire a streak of flickering light towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 lightning damage and has disadvantage on attack rolls and ability checks requiring sight until the end of your next turn.


At Higher Levels

When you cast this spell using a spell slot of 2nd level or higher, the lightning damage increases by 1d6 for each slot level above 1st.

Ball Lightning

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V,S,M (a steel ball bearing)
  • Duration: Concentration, up to 1 minute

A 5-foot-diameter ball of lightning appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one.

As a bonus action, you can move the sphere up to 35 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.

When you move the sphere, you can direct it over barriers up to 10 feet tall and jump it across pits up to 15 feet wide. The sphere sheds bright light in a 15-foot radius and dim light for an additional 15 feet.


At Higher Levels

When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Lael's Crackling Line

2nd-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a bit of Fulgurite)
  • Duration: Instantaneous

A line of crackling energy 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity Saving throw. A creature takes 3d8 lightning damage on a failed save, or half as much damage on a successful one.


At Higher Levels

When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Lichtenberg's Arcing Arrow

2nd-level evocation


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S, M (powdered flint and the eye of an Azza gremlin)
  • Duration: Instantaneous

A crackling blue arrow streaks towards a target within range and bursts in shower of sparks. Make a ranged spell attack against the target. On a hit, the target takes 4d6 lightning damage and each creature in a 5 foot radius emanating from the target takes 2d6 lightning damage.


At Higher Levels

When you cast this spell using a spell slot of 3rd level or higher, the both instances of damage increases by 1d6 for each slot level above 2nd.

Lael's Scant Storm

3rd-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a minute umbrella)
  • Duration: Concentration, up to 10 minutes

You create a small storm cloud that floats above your head for the spell's duration. When you cans the spell - and as a bonus action on each of your turns thereafter - you can cause one or two bolts of lightning to streak through the air towards a point or points you choose within 120 feet of you. Creatures within 5 feet of the point of where the bolt strikes must make a Dexterity saving throw. A creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one. After six bolts are created the spell ends.


At Higher Levels

When you cast this spell using a spell slot of 4th level or higher, the number of bolts that can be created increases by two for each slot level above 3rd.

Storm Wall

5th-level conjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a panel of amber)
  • Duration: Concentration, up to 10 minutes

You create a thunderous wall of fog on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 5 feet thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 lightning damage, or half as much damage on a successful save. A creature that enters the wall for the first time on a turn or starts its turn in the wall's area takes 5d8 lightning damage.

On your turn you can use a bonus action to move the wall. It can slide along its length up to 10 feet or each 5 foot section can move forward or backwards up to 10 feet while maintaining a single contiguous wall length.


At Higher Levels

When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Investiture of the Storm

6th-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Lightning arcs across your body, shedding flickering dim light in a 15-foot radius for the spell's duration. Until the spell ends, you gain the following benefits:

  • You are immune to lightning damage and have resistance to thunder damage.
  • Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d8 lightning damage and their speed is reduced to 0 until the end of the turn.
  • You can use your action to leap up to 20 feet away in a straight line without provoking opportunity attacks. Each creature adjacent to the line must make a Dexterity saving throw. A creature takes 4d8 lightning damage on a failed save, or half as much damage on a successful one.
 

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