Storm Magic
Arc Restraint
1st-level Abjuration (Bard, Sorcerer, Wizard)
- Casting Time: 1 Action
- Range: 5-feet
- Components: V, S
- Duration: Concentration, up to 1 minute.
You tackle a medium or smaller hummanoid within range and shackle them to the ground with electric bindings. The target creature must make a Strength saving throw or become knocked prone and restrained for the duration. As an action on it's turns, it can attempt to redo the saving throw, ending the spell on a successful save.
Crackling Bolt
1st-level Evocation (Artificer, Sorcerer, Wizard)
- Casting Time: 1 Action
- Range: Self (30 Foot line)
- Components: V, S
- Duration: Instantaneous
You hold up your crackling hand a bolt of energy shoots forward undisturbed. Each creature within a 30 foot line must make a Dexterity saving throw. A creature takes 3d6 lightning damage on a failed save, or half as much damage on a successful one.
Creatures wearing armor made of metal have disadvantage on the save on the saving throw
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Kinetic Pulse
1st-level Evocation (Sorcerer, Wizard)
- Casting Time: 1 Action
- Range: 5 feet
- Components: V, S
- Duration: Instantaneous
You throw a punch at a creature filled with kinetic energy released on impact. Make a melee spell attack roll. On a hit, the creature takes 2d12 Thunder damage and is pushed 10-feet away from you.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d12 for each slot level above 4th.
Conjure Storm Beast
2nd-level Conjuration (Druid, Sorcerer, Wizard)
- Casting Time: 1 Action
- Range: 90 Feet
- Components: V, S, M (Graphite worth at least 200 gp)
- Duration: Concentration, up to 1 hour
You manifest a beast made completely of whirling clouds of lightning and howling thunder in an unoccupied space that you can see within range. When you cast the spell, choose a form: Avian, Equine, or Feline . The creature physically resembles an animal of your choice, which also determines the abilities and attacks in the creatures state block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is friendly to you and your companions for the spell's duration. In combat, the creature shares your initiative count, but it takes it's turn immediately after yours. it obeys verbal commands that you issue (no action required by you). If you don't issue any, it defends itself but otherwise takes no action.
At Higher levels: When you cast this spell using a spell slot of 3rd level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.
Skewering Bolts
2nd-level Evocation (Sorcerer, Wizard)
- Casting Time: 1 Bonus Action
- Range: 100 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You create 3 stakes of lightning that hover beside you in your space for the duration. When you cast this spell, and as a bonus action on your following turns, you may expend one of the stakes to make a ranged spell attack against a creature within range. On a hit, you deal 2d4 lightning damage.
At Higher levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional stake for each slot level above 2nd.
Lightning Bow
2nd-level Conjuration (Druid, Ranger, Sorcerer, Wizard)
- Casting Time: 1 Bonus Action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
You summon forth a spiral of lightning from the heavens, bolts weaving together to form a bow and conjure munitions made of pure lightning in your hands. It counts as a simple ranged weapon which you are proficient. It deals 2d8 lightning damage on a hit and has a range of 150 feet.
In addition, you have advantage on the first attack roll against a creature wearing metal armor.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the bow to reappear in your hand.
At Higher Levels: When you cast this spell using a 3rd or 4th level spell slot, the damage increases to 3d8. When you cast it using a 5th or 6th level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.
Storm Beast
Small Elemental, Unaligned
- Armor Class 11 + The level of the spell (natural armor)
- Hit Points Equal the beast's Constitution modifier + your spellcasting ability modifier + ten times the spell's level
- Speed 30 ft., climb 30 ft. (Feline only), fly 30 ft. (Avian only)
STR DEX CON INT WIS CHA 18 (+4) 11 (+0) 16 (+3) 4 (-4) 14 (+2) 5 (-3)
- Senses Darkvision 60 ft., passive perception 12
- Languages Understands the languages you speak
Pack Tactics (Avian Form Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Trample (Equine and Feline Only). If the beast moves at least 20 ft. straight toward a creature and then hits it with an attack on the same turn, that target must succeed on a DC Strength saving throw against your spell save DC or be knocked prone.
Stormwind (Avian and Equine only). If the beast is hit with an attack, it can use it's reaction to move past the creature up to it's movement speed. Creature's have disadvantage on opportunity attacks against the beast. If the beast moves out of a creature's space it must must make a DC Dexterity saving throw against your spell save DC or take 1d4 lightning damage.
Actions
Multiattack. The beast makes a number of attacks equal to half this spell's level (rounded down)
Maul. Melee Weapon Attack: +4 + the spell's level to hit, reach 5 ft., one target. Hit: 1d6 + 4 + The spell's level lightning damage
Crashing Bolt
3rd-level Evocation (Sorcerer, Wizard)
- Casting Time: 1 Action
- Range: 120 Feet
- Components: V, S, M (Two pieces of pyrrhotite each worth at least 100 gp)
- Duration: Instantaneous
Holding the metals in both your hands, you charge an unstable, undulating sphere, as you smash the metals together, the sphere launches at high velocity. Make a ranged spell attack against a target. On a hit, it takes 3d8 lightning and 3d8 thunder damage and the sphere explodes upon impact. The target and creatures within 5 feet of it must make a Constitution saving throw. On a failed save, creatures get pushed 15 feet in a random direction, get knocked prone and are deafened until the end of their next turn.
At Higher Levels: When you cast this spell with a spell slot of 4th level or higher, the damage increases by either 1d8 lightning or 1d8 thunder damage (your choice) for each slot level above 3rd.
Polarized Binding
3rd-level Transmutation (Artificer, Sorcerer, Wizard)
- Casting Time: 1 Action
- Range: 90 Feet
- Components: V, S, M (Two magnets)
- Duration: Concentration, up to 1 minute
You create a static conduit at a designated space that you can see within range, altering a creature's polarity. Choose up to 6 creatures you can see within 40 feet of the conduit. They must make a Constitution saving throw. On a failed save, a target becomes restrained and gets forcefully dragged 15 feet closer to the conduit at the start of it's turn.
A target can repeat this saving throw at the end of it's turn, ending the effect on a success.
Static Charge
3rd-level Transmutation (Artificer, Sorcerer, Wizard)
- Casting Time: 1 Action
- Range: 30 feet
- Components: V, S, M (a piece of copper wire)
- Duration: Concentration, up to 1 minute
You target one willing creature within range, causing their body to overflow with electric energy. While the spell is active, the target can use their bonus action to teleport 15 feet, and has resistance to lightning damage. At the start of the target's next turn, creatures within 5-feet of it take 1d8 lightning damage as sparks fly out of their body uncontrollably.
When the spell ends, the target becomes stunned until the start of their next turn, as their muscles spasm from the electric discharge being expelled from their body.
Static Tether
4th-level Transmutation (Sorcerer, Wizard)
- Casting Time: 1 Action
- Range: 90 Feet
- Components: V, S, M (Two magnets)
- Duration: Concentration, up to 1 minute
You target 2 creatures within 60 feet of each other that you can see within range and alter their composition, linking them together with an electric tether that is harmful to them. While these two creatures are tethered in this way, they must make a Constitution saving throw at the start of their turns or take 4d10 lightning damage, or half as much on a successful save.
If one of the targets is more than 60 feet away from the other affected target, the spell ends.
Storm Shield
4th-level Abjuration (Wizard)
- Casting Time: 1 Action
- Range: Self
- Components: V, S, M (A lightning charred tree bark)
- Duration: 10 Minutes
You surround yourself in a sphere of crackling electricity, offering protection against the mightiest of storms. You can end this spell early by using an action to dismiss it.
The barrier provides you with resistance to lightning and thunder damage and you cannot be stunned while the shield is active. When a creature within 30 feet of you hits you with an attack, an arc of lightning or a wave of thunder launches towards the target. The attacker takes 1d12 lightning or thunder damage (your choice)
Scythe Bolt
4th-level Evocation (Sorcerer, Warlock, Wizard)
- Casting Time: 1 Action
- Range: 90 Feet
- Components: V, S
- Duration: Instantaneous
A spiraling ball of black lightning is launched towards a creature within range that corrupts it's defenses towards voltaic attacks. Make a ranged spell attack roll. On a hit, the creature takes 6d8 lightning damage and it becomes vulnerable the next time it takes lightning damage.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Lightning Storm
5th-level Evocation (Druid, Sorcerer, Wizard)
- Casting Time: 1 Action
- Range: 150 Feet
- Components: V, S, M (A cube of pyrite)
- Duration: Instantaneous
You call forth a dark storm cloud from above and multiple lightning bolts strike the ground in a 30-foot radius, 60-foot tall cylinder. Each creature in the radius must make a Dexterity saving throw or take 8d8 Lightning damage and become stunned until the end of their next turn, or half as much on a successful save and avoid getting stunned. Creatures wearing armor made of metal have disadvantage on the saving throw.
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.
Storm Cloud
5th-level Evocation (Druid, Sorcerer, Wizard)
- Casting Time: 1 Action
- Range: 120 Feet
- Components: V, S
- Duration: Concentration, up to 10 minutes
A dark, rumbling storm cloud manifests in a 20-foot-radius sphere centered on a point you choose within range. The storm cloud spreads around corners. It lasts for the duration or until strong wind disperses the the storm cloud, ending the spell. Its area is heavily obscured.
When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Dexterity saving throw. The creature takes 4d10 lightning damage on a failed save, or half as much damage on a successful one. Creatures wearing armor made of metal have disadvantage on the saving throw. While inside the cloud, a creature is deafened from the sounds of rumbling thunder.
The storm cloud moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
Lightspeed Bolt
6th-level Transmutation (Druid, Sorcerer, Wizard)
- Casting Time: 1 Bonus Action
- Range: Self
- Components: V, S, M (A lightning charred bird feather)
- Duration: Concentration, up to 1 minute
You turn yourself into a bolt of lightning, traveling through the battlefield at high velocity. You move up to 60 feet straight in a direction. You can move through creatures and the movement doesn't generate attacks of opportunity. Any creature you move through must make a Dexterity saving throw or take 6d6 lightning damage, or half as much on a successful one.
You can use this movement for the duration of the spell by using a bonus action on each of your turns.
At Higher levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 5th.
Paralysis Bolt
7th-level Evocation (Sorcerer, Warlock, Wizard)
- Casting Time: 1 Action
- Range: 120 Feet
- Components: V, S
- Duration: Instantaneous
A sickly yellow and white bolt of energy arcs out from your hand. Make a ranged spell attack against the target. On a hit, the target takes 10d10 lightning damage and is paralyzed for one minute. The target can make a Constitution saving throw against your spell save DC at the end of each of it's turns to end the effect.
Thunderdome
8th-level Evocation (Sorcerer, Wizard)
- Casting Time: 1 Action
- Range: 100 Feet
- Components: V, S, M (A finely crafted caged dome made of silver worth 750 gp)
- Duration: Concentration, up to 1 minute
You create a dome of electrified bright light in an area within range. The dome's structure is 30 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.
When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area. Any creature that attempts to cast a spell or use an effect that deals lightning or thunder damage inside the dome automatically fails and the spell slot or effect is wasted. Additionally, creatures are deafened while inside the dome.
If a creature tries to leave the dome through brute force or magical means, it must first succeed on a Constitution saving throw or take 5d12 thunder damage and gets pushed back into the dome, or half as much on a successful save and the creature successfully leaves the dome.
As a bonus action on each of your turns, until the spell ends, you cause the electrified dome to strike the ground with ferocity. Choose a point you can see inside the dome. Each creature within 10 feet of that point must make a Dexterity saving throw. A creature takes 5d12 lightning damage on a failed save, or half as much on a successful one.
Summon Storm Bird
9th-level Conjuration (Druid, Sorcerer, Wizard)
- Casting Time: 1 Action
- Range: 150 feet
- Components: V, S, M (A finely made fan of silver coated feathers worth 900 gp)
- Duration: Concentration, up to 1 hour
You summon forth a creature of legend from the quasiplane of air and positive energy, the Storm Bird. It is a CR 10 monster which appears in an unoccupied space that you can see within range. The Storm Bird disappears when it drops to 0 hit points or when the spell ends.
The Storm Bird is friendly to you and your companions for the duration. Roll initiative for the Storm Bird, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the Storm Bird, it defends itself from hostile creatures but otherwise takes no actions.
The DM has the storm bird's statistics. (Statistics can be found on the following page)
Storm Bird
Large Elemental, Neutral Good
- Armor Class 18
- Hit Points 178 (17d10 + 85)
- Speed 20 ft., fly 120 ft.
STR DEX CON INT WIS CHA 16 (+3) 23 (+6) 21 (+5) 4 (-3) 20 (+5) 12 (+1)
- Saving Throws Dex +10, Wis +9
- Skills perception +9, stealth +10
- Damage Resistances thunder
- Damage Immunities lightning
- Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
- Senses darkvision 120 ft, passive perception 15
- Languages Common, Auran, but it cannot speak.
- Challenge 10 (5,900 xp)
Flyby. The storm bird doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Storm Aura. The storm bird regularly discharges electricity from within it's body. Each creature within 5 feet of the storm bird takes 1d10 lightning damage at the start of it's turn.
Actions
Multiattack. The storm bird makes three attacks: one with it's beak and two with it's talons.
Beak. melee weapon attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Talons. melee weapon attack: +10 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 6) piercing damage.
Bolt Abilities (Recharge 5-6). the storm bird can use one of the following abilities:
Skydive Bolt. The storm bird teleports as a bolt of lightning directly upward and dive bombs directly back down at high velocity. Each creature within a 20 feet of the storm bird must make a DC 17 Dexterity saving throw. On a failed save, creatures take 28 (5d8) lightning and 28 (5d8) thunder damage and get pushed 20 feet away from the storm bird. Creatures take half as much damage and don't get pushed on a successful save. The storm bird lands safely when using this ability.
Barreling Thunderbolt. The storm bird electrifies it's body, turning into a lightning bolt as it moves up to it's fly speed in a straight line, moving through a creature's space. Any creature the storm bird moves through must succeed a DC 17 Dexterity saving throw or take 20 (6d6) lightning damage and be knocked prone, or half as much on a successful one and not get knocked prone.
Legend Of The Storm Birds
Despite being often called a legend or a mere myth to the average individual, storm birds are a very real existence, though very rare to find as they are not native to the material plane. According to a few traveling wizards and a few planar travelers, storm birds come from the quasi-elemental plane of lightning, an inner plane of existence which borders the plane of air and the positive energy plane.
Not much can be said about what the plane of lightning is, though it is often said the plane has constant lightning storms and wide open spaces, the stench of ozone ever present, which would explain a storm bird's immunity and resistance to the plane's natural elements as it would stretch it's wings and fly unhindered. It's body also demonstrates an unusual discharge of lightning from within it's body. Some wizards speculate it's to avoid imploding while others say it's intended to repel creatures that latch onto it for survival sake, though none ever proved it as it is very difficult to approach one safely, despite it's unusual good behavior in such an unforgiving environment.
For the most part, the storm bird has no true natural predators as they are far and few in between, maybe a blue dragon or a native storm elemental, though such encounters have never been recorded. Do not be mistaken, if you do manage to see a hostile storm bird, fleeing is not an option as it is known to travel at high speeds, even using it's own velocity as a projectile weapon, electrifying it's own body.
So, if you hear a distant, harmonious shriek followed by the sounds of thunder, pray that the storm bird is in a friendly mood.
An Unusual Symbol of Sanctuary
The existence of storm elementals is awe inspiring to it's environment. A combination of the sleek and fast air elemental with the savage brutality of an earth elemental, storm elementals roam the quasiplane of lightning completely unhindered by the constant lightning storms. It is even known to attract an uncomfortable amount of lightning bolts to it's body, as it functions as a sort of natural lightning rod. Due to this natural ability, many storm elementals travel to the highest peaks of mountains to attract lightning and often don't leave their peak for long periods of time.
Many wizards are unsure as to why storm elementals behave this way. Some speculate that it is to recharge it's own physical being, though it's body doesn't seem to be unstable. Another speculation is that storm elementals gather as much energy as possible to ascend or upgrade it's physicality, becoming overall faster and stronger. None of these claims were ever proven as they are mere theories.
Nevertheless, storm elementals are very essential to the lightning plane as it is unknowingly a guardian for creatures who happen to live and survive in this harsh terrain due to it drawing lightning aways from places of respite, or so a wandering plane traveler testified. And as an atypical guardian, it is certainly capable of fighting back when needed. A storm elemental's body is an, undulating oblong sphere made of electricity, creating it's own magnetism as it attracts rocks and boulders to spiral around it's body, acting as it's own armor and weapons. It is also capable of tethering it's targets together, allowing it to quickly dispatch it's thunderbolts with relative ease.
Should you come across an elemental in it's natural habitat, due keep your distance and respect it's power from afar. Though, should you ever need extra assistance in battle, summon forth a storm elemental to your aid and let it unleash it's storm upon your foes.
Storm Elemental
Large Elemental, Neutral
- Armor Class 14
- Hit Points 90 (12d10+ 24)
- Speed 0 ft., fly 90 ft.
STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 14 (+2) 6 (-2) 10 (+0) 4 (-3)
- Damage Resistances thunder; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities lightning, poison
- Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
- Senses darkvision 60 ft., passive Perception 10
- Languages Auran, Terran
- Challenge 5 (1,800)
Storm Conduit. The elemental deals an additional 1d8 lightning or thunder damage (your choice) with it's weapon attacks. Additionally, any lightning spell cast within 60 feet of it automatically target's the elemental if it wasn't already.
Seige Monster. The elemental deals double damage to objects and structures.
Actions
Multiattack. The elemental makes either two slam attacks or two thunderbolt attacks:
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 4) bludgeoning damage.
Thunderbolt. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 12 (2d6 + 4) lightning damage.
Quasi-Discharge (Recharge 5-6). Each creature in the elemental's space must make a DC 15 Constitution saving throw. On a failure, a target takes 6 (1d6 + 2) lightning and 6 (1d6 +2) thunder damage. A target is also tethered by electricity to the elemental and can't willingly move more than 15 feet away from the elemental. A target can use it's action to reroll the saving throw, ending the effect on a success. Whenever the elemental uses it's Thunderbolt attack, it automatically hits the tethered target.
Conjure Elemental Spell
When a player casts Conjure Elemental, it can choose to summon a Storm Elemental. All other rules apply as normal.
Aello's Storm Magic
Aello Callakos, a tiefling prodigy of sorcery was one day robbed of her magic, her unique runic eyes being the main focus of her power. Stolen of her magic and sight by a dear friend out of jealousy, Aello was disheartened by her own lack of insight and quickly wanted to bounce back and find out the reason why her friend committed such an act. Using her families wealth, she learned braille, hired a wizard tutor and eventually after many months of almost non-stop practice, she learned to conjure a familiar, using it's eyes to breeze through the study of wizardry. Once she has learned the basics of her school of choice, she left her home with a newly forged confidence.
It is uncertain whether she has found her friend and settled matters with them, but one thing is clear, she had the same fascination with experimenting with magic. Storm magic was one of her preferred forms of offensive power, and being an Abjurer, she also found ways to make more defensive oriented storm spells. Whether she uses them frequently or from time to time, she did eventually published her work to her local wizard academy for all students to learn or get inspired by her work.
Aello's Shocking Rebuke
1st-level Abjuration (Sorcerer, Wizard)
- Casting Time: 1 Reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
- Range: 60 Feet
- Components: V, S
- Duration: Instantaneous
You point your finger, a red lightning bolt arcs out at the creature that harmed you. The creature must make a Dexterity saving throw. It takes 2d6 lightning damage on a failed save and is also stunned until the start of it's next turn, or half as much damage on a successful one and doesn't get stunned.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Aello's Infernal Lightning
3rd-level Evocation (Sorcerer, Wizard)
- Casting Time: 1 Action
- Range: Self (30 Foot Cone)
- Components: V, S, M (Amber wrapped in fur and sulfur)
- Duration: Instantaneous
Holding out your outstretched hand, you shoot out a torrent of crimson lightning in a 30 foot cone that burns to the touch. Each creature in the cone must make a dexterity saving throw. A target takes 3d8 fire and 3d8 lightning damage on a failed save, or half as much on a successful one. A target that fails it's saving throw also takes 3d6 fire damage at the start of it's next turn.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the initial damage increases either an additional 1d8 fire damage or lightning damage (your choice) per slot level above 3rd.
Aello's Vermillion Shield
4th-level Abjuration (Sorcerer, Wizard)
- Casting Time: 1 Bonus Action
- Range: 60 feet (15 Foot Aura)
- Components: V, S, M (A small carving of a shield made from a cube of pyrite coated in silver worth 300 gp)
- Duration: 1 minute
You create a floating shield of static red electricity, generating a 15 foot aura, within range that lasts for the duration or until you cast this spell again. When you cast this spell, you can designate any number of creatures you can see to gain the spell's benefits, including yourself. As a bonus action on your turn, you can move the shield up to 20 feet.
While a designated creature is within the spell's aura, it gains a +2 to their AC, half cover against ranged attacks, cannot be stunned, resistance to lightning damage and has advantage on saving throws against spells and effects that deal lightning damage. If a creature already has resistance to lightning damage from another source, it can further reduce the damage it takes equal to your spellcasting modifier.
Aello's Magnum Bolt
5th-level Evocation (Sorcerer, Wizard)
- Casting Time: 1 Action
- Range: 60 Feet
- Components: V, S, M (A tuning fork made of silver worth 500 gp)
- Duration: Concentration, up to 1 minute.
You channel red lightning through your fingertips, each bolt arcing out getting stronger overtime. Make a ranged spell attack against a target. On a hit, it takes 5d8 lightning damage, and on each of your turns for the duration, you can use your action to make another attack.
As long as the spell persists, whenever you make a ranged spell attack, the damage die increases by 1d8, to a maximum of 10d8 lightning damage.
Aello's Storm Bow
6th-level Evocation (Sorcerer, Wizard)
- Casting Time: 1 Action
- Range: 150 Feet
- Components: V, S, M (A finely crafted golden arrow with a silver tip worth 550 gp)
- Duration: Instantaneous
You summon forth a golden greatbow, lightning charging into a powerful arrow. When you cast this spell, choose one of the following effects:
Anti-Army: You fire a golden arrow that is a 15-foot wide, 150 foot line. Each creature in the line must make a Dexterity saving throw. A creature takes 8d10 lightning damage on a failed save and are charged, or half as much damage on a successful one and does not become charged. Creatures wearing armor made of metal have disadvantage on the saving throw. Until the end of a charged creature's next turn, when it moves past a creature within 5 feet of them, that creature takes half the damage dealt from this spell.
Anti-Unit: You fire a golden arrow with thundering force. Make a ranged spell attack against a target. On a hit, it takes 4d10 lightning and 4d10 thunder damage, is pushed 20 feet, knocked prone and is deafened until the start of it's next turn. If the target is an object or structure, it takes double the damage.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, Your Anti-Army's damage increases by 1d10 lightning damage per slot level above 6th. Your Anti-Unit's damage increases by either 1d10 lightning or 1d10 thunder damage (your choice) for each slot level above 6th.
Credit (So Far)
Content created by Zekus720