Lightning Damage Spells

by CoffeeSorcerer69

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Arcing Charge

Conjuration Cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V,S
  • Duration: Instantaneous
  • Classes: Artificer, Druid, Sorcerer, Wizard

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).

Static Bolts

Evocation Cantrip


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V,S
  • Duration: Instantaneous
  • Classes: Artificer, Druid, Sorcerer, Wizard

You send a hail of sparks towards your foes. Make two ranged spell attacks against targets within range. You have advantage on the attack roll if the target is wearing metal. On a hit, the target takes 1d6 lightning damage. You can direct the sparks at the same target or different ones.


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.

Dazzling Spark

1st-level Evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V,S
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Sorcerer, Warlock

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 2d8 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 1d8 for each slot level above 1st.

Electrify

1st-Level Evocation


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: 1 round
  • Classes: Artificer, Sorcerer, Warlock, Wizard

You channel lightning into your hands. The next time you hit a creature with a melee attack (including a melee spell attack) before the end of your next turn, the target takes 3d6 lightning damage and must make a Strength saving throw. On a failed save, the target becomes stunned until the end of their next turn.


The spell ends after dealing damage, or at the end of your next turn, whichever occurs first.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, it deals an additional 1d6 lightning damage per spell slot level above 1st.

Savaran's Lightning Arc

1st-Level Evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (A pinch of copper or gold powder)
  • Duration: Instantaneous
  • Classes: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard

You snap your fingers and watch as lightning arcs towards a target that you can see within range, ignoring half cover if the target has at least 3 pounds of metal on it. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 2d10 lightning damage, and it can't take reactions until the start of it's next turn.


If you roll maximum damage, the arcing magic leaps from the target to a different target of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, it deals an additional 1d10 lightning damage per spell 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
  • Classes: Artificer, Druid, Sorcerer, Wizard

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.

Crackle

2nd-Level Evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Druid, Sorcerer, Warlock, Wizard

You create three arcs of lightning striking targets in range. You can direct them at one target or several. Make a ranged spell attack for each arc. On a hit, the target takes 2d8 lightning damage. If three or more arcs hit a single target, they must make a Constitution saving throw or become shocked, stunning them until the start of their next turn.


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional arc for each slot level above 2nd.

Jolt of Pain

2nd-level Evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Druid, Sorcerer, Warlock, Wizard

A bolt of white lightning infused with magical pain jumps from your outstretched finger to strike one creature that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 5d6 lightning damage and can't take reactions until the end of your next turn.


If damage from this spell forces the target to make a saving throw to maintain concentration, it has disadvantage on the saving throw, and the DC is increased by an amount equal to your spellcasting modifier (minimum +1).


At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 and you increase the DC of saving throws caused by the spell by +1 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
  • Classes: Artificer, Druid, Sorcerer, Warlock, Wizard

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
  • Classes: Artificer, Druid, Sorcerer, Warlock, Wizard

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 4d8 lightning damage and each creature in a 5 foot radius emanating from the target takes 2d8 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 1d8 for each slot level above 2nd.

Lightning Charged

2nd-level Evocation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a piece of metal once used in a lightning rod)
  • Duration: 10 minutes
  • Classes: Artificer, Druid, Sorcerer, Warlock, Wizard

You channel lightning energy into a creature. The energy is harmless to the creature, but escapes in dangerous bursts to other nearby creatures. Every time that creature strikes another creature with a melee attack, or a spell with a range of touch, is struck by another creature with a melee attack, or ends their turn while grappling or being grappled by another creature, they deal 1d12 lightning damage to that creature.


Once this spell has discharged 6 times (dealing up to 6d12 damage), the spell ends.


At Higher Levels. The spell can discharge damage 2 additional times (dealing 2d12 more total damage) before the spell ends for each slot level above 2nd.

Electrocute

3rd-Level Evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Druid, Sorcerer, Warlock, Wizard

A massive arc of lightning leaps from your hand to a target you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 4d12 lightning damage and is stunned until the start of your next turn. On a successful save, the target takes half as much damage and isn't stunned.


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

Jumping Jolt

4th-Level Evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Artificer, Sorcerer, Wizard

You release an arc of lighting at a creature within range. Make a ranged spell attack roll against the target. On hit, the target takes 4d12 lightning damage, and you can cause the spell to jump to another target within 20 feet of the first target making a new attack roll for each target. The spell cannot jump to a target out of the spells range. The spell can jump a maximum of five times.


On a miss, the target takes half as much damage and the spell does not jump to a new target.


At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the starting damage increases by 1d12 for each slot level above 4th.

Sky Burst

4th-level Evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer

Four bolts of lightning strike four points of your choice within range. Each creature within 10 feet of the chosen points must make a Dexterity saving throw. A creature takes 3d12 lightning damage on a failed save, or half as much on a successful one.


At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can call down an additional bolt of lightning targeting another point within range for each slot level above 4th.

Fingers of Lightning

5th-Level Evocation


  • Casting Time: 1 action
  • Range: Self (100-foot line)
  • Components: V, S, M (a bit of fur; a piece of amber, glass or a crystal rod; and four copper pins)
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer, Wizard

Your hands arc with electricity as you create 5 lines, each 100 feet long and 5 feet wide, emanating from you in directions of your choice. Each line has its own direction and can overlap, but they must all fit within a 180 degree angle from you. Each creature within the area of a line must make a Dexterity saving throw. On a failed save, a creature takes 8d6 lightning damage plus 1d6 additional lightning damage for each line's area that they are within beyond the first, or half as much damage on a successful save.


The lightning ignites flammable objects in the area that aren’t being worn or carried.


At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you create an additional line of lightning for each slot level above 5th.


Investiture of Lightning

6th-level Transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 10 minutes
  • Classes: Druid, Sorcerer, Warlock, Wizard

Lightning arcs across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spells duration. The lightning doesn't harm you. Until the spell ends you gain the following benefits:


• You are immune to lightning damage, and you have advantage on Dexterity related checks and saving throws.


• All your movement speed is doubled, you gain a Hover speed equal to your current walking speed and all of your attacks deal extra 2d10 lightning damage.


• Any creature that moves within 5 feet of you for the first time or ends its turn there takes 1d12 lightning damage.


• You can use your bonus action to move your full movement in a straight line without provoking opportunity attack, Any creature that's within 5 feet of your path or directly in it must make a Dexterity saving throw. A creature takes 5d12 lightning damage on a failed save, or half as much on a successful one.

Electrical Interdiction

7th-Level Evocation


  • Casting Time: 1 reaction, taken when a creature within range moves, uses an action, bonus action, reaction, or legendary action, or interacts with an object
  • Range: 100 feet
  • Components: V, S
  • Duration: Instantaneous
  • Classes: Druid, Sorcerer

Just before the event can occur, you blast the triggering creature with lightning, forcing it to make a Dexterity saving throw. On a failed saving throw, the target takes 10d12 lightning damage and must make a Constitution saving throw. On a successful Dexterity saving throw, the target takes half damage and no other effects.


If the target fails the Constitution saving throw, the action or effect that triggered this spell is foiled. Any spell slots or abilities that the target would have expended are still expended. Its speed is reduced to 0 feet for the rest of the turn, and if it is the target's turn, the turn ends immediately.


At Higher Levels. When you cast this spell using a spell slot of 8th level, the damage dealt increases by 2d12 for each slot level above 7th.


 

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