Severn's Seven-Spell Series, Vol.1, Chapter 4: Storm's Call

by Lucian Astaroth

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Storm's Call

Living among the mountains and the far seas Severn found people that listen to the storm, that feel its spirit in their soul. They perfected the art of controlling the tempestuous elements and are capable warriors, though some prefer to get their thrills elsewhere.

Peal

6th Level Conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A miniature silver bell)
  • Duration: Concentration, up to 1 minute

You create a 10ft. cube replica of the bell used to cast the spell in an empty space withing range. The bell has AC 20 and 50 Hit Points. When you cast the spell, and as an action on each of your turns thereafter, you may cause the bell to ring out. The sound can be heard out to 15x the range of the spell's area of effect.

Initially, each creature within 20ft. of the bell must succeed on a Constitution saving throw or take 4d10 thunder damage and be deafened, taking half damage on a success. The damage increases by 2d10 and the range by 10ft. for each consecutive turn the bell is rung, and resets when the bell is not rung for 1 round.


The sound also deals half damage to structures within range.


At Higher Levels When you cast this spell using a spell slot of 7th level or higher, the hit points of the bell increase by 50 for every slot level above 6th.


Classes: Cleric, Sorcerer, Warlock, Wizard

Blessing of the Storm

9th Level Abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (A Storm Giant's tear)
  • Duration: Concentration, up to 1 hour

You touch a willing creature, granting it the blessing of the storm. For the duration the creature gains a fly speed of 120ft., they are immune to thunder damage. When they take lightning damage they instead take none and restore health equal to the damage they would have taken, and gain a +5 to Dexterity saving throws.

Additionally, if a creature hits them with a melee attack, they can rebuke them as a reaction. The attacker must succeed on a Strength saving throw or take 4d10 thunder damage and be pushed back 30ft., or take half damage and be pushed back 15ft. on a success.


Lastly, when the creature is outside it can call down a lightning bolt at its position. Each creature in a 10ft. radius from you must succeed on a Dexterity saving throw or take 10d10 lightning damage. This effect can only be used 3 times.


Classes: Cleric, Druid, Sorcerer, Wizard

Chained Lightning

4th Level Transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A small conductive chain; a gold linchpin worth 500gp)
  • Duration: Concentration, up to 1 minute

You channel electrical energy to flow through the metallic chain, adding links of crackling energy. Choose three creatures within range. The creatures must succeed on Dexterity saving throws or be bound in chains that are each connected to the linchpin, which is placed at your feet. A creature bound this way takes 4d6 lightning damage at the start of each of their turns, and cannot move further away than they started from the linchpin, but can move around it.

A creature can attempt a Strength (Athletics) check as an action against your spell save DC, breaking free of the chains on a success.


At Higher Levels When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for every slot level above 4th.


Classes: Druid (Mountain, Coast), Sorcerer, Warlock, Wizard

Gale Mail

3rd Level Conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (A link of chainmail; an eagle's feather)
  • Duration: Concentration, up to 1 hour

You cover your body in a set of linked chainmail made of the wind. When a creature within 5 feet of you attacks you and misses by 5 or less they are rebuked, and must succeed on a Strength saving throw or take 2d6 bludgeoning damage and be pushed back 10ft., or take half damage and be pushed back 5ft. on a success. You may use a reaction to amplify this effect, dealing 6d6 damage and pushing back 30ft. instead, but the spell ends if you do.


Additionally, you have disadvantage on grapple checks but creatures grappled by you take 2d6 bludgeoning damage at the start of each of their turns.


At Higher Levels When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for every two slot levels above 3rd.


Classes: Cleric, Ranger, Druid, Paladin, Sorcerer

Ride the Wind

4th Level Transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (A set of small wooden surfboards worth 25gp each)
  • Duration: Concentration, up to 10 minutes

You imbue up to four small carved surfboards with the power to Ride the Wind. A creature can use a surfboard to fly or hover in place, depending on the weather. The max speed of the board is shown in the table below.

A creature attempting to fly faster than half the maximum speed on each of their turns must succeed on a Dexterity (Acrobatics) or Wisdom (Insight) check DC 10 + (number of feet over the limit / 10), or fall off of their board. A creature who has ridden a board for more than 1 hour has advantage on this check.

Condition Maximum Fly Speed
Calm 20 feet
Moderate Wind 40 feet
Strong Wind 80 feet
Gale 120 feet
Storm 240 feet

Additionally, creatures on the boards can attempt aerial maneuvers on large or smaller creatures as a bonus action. They must make a Dexterity (Acrobatics) or Strength (Athletics) check contested by the target's Strength (Athletics). The target is pushed 5ft. and knocked prone on a success and the rider falls on a failure.

Other maneuver ideas may be attempted, at your DM's discretion.


At Higher Levels When you cast this spell using a spell slot of 5th level or higher, you can create on additional surfboard for every slot level above 4th.


Classes: Cleric (Tempest), Druid, Sorcerer, Wizard

Flash Strike

2nd Level Transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (A metallic weapon)
  • Duration: Concentration, up to 1 minute

You charge your body and blade with voltaic energy, ready to strike. Whilst in this state, your movement speed is reduced to 5 feet as you store energy and you gain a +1 to initiative for every round you concentrate on the spell, to a maximum of +5.

If you're surprised at the beginning of combat and aren’t incapacitated, you may act normally on your turn.

On the first round of initiative, your movement speed is doubled and your first attack that hits deals an additional 1d4 lightning damage for every round you spent concentrating on the spell beforehand. The spell ends at the end of this round.


Classes: Paladin

Electric Terrain

7th Level Conjuration


  • Casting Time: 1 action
  • Range: Self (40-foot radius)
  • Components: V, S, M (A thunderstone worth 500gp that the spell consumes)
  • Duration: Concentration, up to 1 minute

You crush a thunderstone in your hand, channeling the energy to create a 40ft. radius circle of electric terrain, affecting creatures touching the ground in that area. Enemy creatures who starts their turn in the area or enters it for the first time on their turn must succeed on a Constitution saving throw or take 4d10 lightning damage and be unable to take reactions, or half damage on a success.

Creatures of your choice can be invigorated by the electric field, taking 1d10 lightning damage at the start of each of their turns, but gaining 20 feet of movement speed and gaining +5 to Dexterity saving throws.


All metallic weapon attacks within the area deal an additional 1d4 lightning damage, and any spells that deal lightning damage deal an additional die of damage. Lastly, creatures wearing metallic armour take 1d4 lightning damage for every 5 feet they move through the terrain.


At Higher Levels When you cast this spell using a spell slot of 8th level or higher, the initial damage dealt increases by 1d10, and the additional damage to weapon attacks and damage creatures in metal armour take increases by 1d4 for every slot level above 5th.


Classes: Druid, Sorcerer, Wizard


  • This is v2.0 of Storm's Call, the 4th Chapter of Severn's Seven-Spell Series

  • Created by u/LucianAstaroth

  • Art: Card art - Chain lightning by mattforsyth, Beautiful World by RHADS and Lightning Knight by VictorGarciapq

 

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