Level 4 spells
Acidwrought Glaive
4th-level evocation
- Casting Time: 1 bonus action
- Range: 10 feet
- Components: V, M (any weapon)
- Duration: Concentration, up to one minute
You slam your hands into the ground, and draw out a demonic emerald blade. The weapon is similar in size and shape as a glaive, which lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.
While you are wielding this weapon with both hands, you can use your action to make a melee spell attack at a creature in range, dealing 2d10 acid damage on a hit. On a hit, choose another creature within 5 feet of the original target and within range. Both must make a Dexterity saving throw, taking 2d10 acid damage on a failure or half on a success.
Alternatively, you can use your action to end the spell, and make an attack roll on each creature within reach, dealing 6d10 damage on a hit.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage the spell deals increases by 1d6 for each slot level above the fourth.
Attractor Pulse
4th-level evocation
- Casting Time: 1 action
- Range: 120 ft.
- Components: V, S
- Duration: instantaneous
You throw an orb of dark energy out to a location within range. A line of lightning streaks out, pulling creatures towards it before a thunderous boom sounds forth. Each creature you choose within 30 feet of a point within range must make a Dexterity saving throw. On a failure, it takes 4d10 lightning damage and be pulled 20 feet in a straight line towards the origin of the area of effect. On a success, it takes half damage and is not pulled.
An 10 foot radius area centered at that point crackles with latent magical energy. Until the start of your next turn, the area is considered dimly lit and difficult terrain. At the start of your next turn, creatures other than you in the area must make a Dexterity saving throw, taking 4d10 thunder damage and falling prone on a failure, or half damage on a success.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage the spell deals increases by 1d10 for each slot level above the fourth.
Fangs of the Storm Serpent
4th-level transmutation
- Casting Time: 1 bonus action
- Range: self.
- Components: V, M (two light melee weapons)
- Duration: One minute
Electricity pulses from your hands and envelopes your blades in bright sparking energy. You can use your spellcasting ability instead of strength or dexterity for the attack and damage rolls of attacks with these weapons, which each deal an additional 2d6 damage lightning damage the first time you hit with the weapon each turn.
Additionally, a magical connection is forged between each weapon and the hand that holds it. After using an action or bonus action to make an attack with one of these weapons, you can teleport the blade back into your hand or teleport up to 30 feet to where the blade struck.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage of the spell attack increases by 1d6 for each slot level above the fourth.
Haunt
4rd-level conjuration
- Casting Time: 1 bonus action
- Range: 10 ft.
- Components: V, S
- Duration: concentration, up to an hour.
You mark a hostile creature to be the singular focus of your hunt. You always know where the creature is, and it can never be hidden from you. In addition, you can sense what areas are in the target's line of sight. On a subsequent turn, you can use your bonus action to teleport within 30 feet of the target as long as the location isn't in the target's line of sight. This teleportation only works if you and the creature are on the same plane.
















