Power of the storm spells (V0.2)

by reyzonpokemon

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Power of the storm spells (V0.2)

Spells for those who crave the power of the storm

With this archive of spells you can harness the power of lightning and thunder in your fingertips. Those who achieve these spells are masters of using their craft to obtain thunderous results.

Charged Claws

1st-level evocation


  • Casting Time: 1 action
  • Range: self
  • Components: S
  • Duration: Instantaneous

You harness electric power in your fingertips in the shape of claws made of lightning. You use your hand to make two melee spell attacks and each claw attack can hit a creature within your reach. Each attack deals 2d4 lightning damage to the creature. If both attacks hit the same creature, they must succeed a constitution saving throw or suffer muscle spasms causing the creature to suffer disadvantage on its next attack role.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell add a 1d4 for either one of the attacks for each slot level above 1st.

Spell Lists. Druid, Sorcerer.

Shock Cage

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet (10ft cube)
  • Components: V, S, M (a small metal)
  • Duration: Concentration, up to 1 minute

You conjure a solid cage that is a 10-foot cube that is supercharged with electricity within a point you choose within range. Creatures must make a Dexterity saving throw. On a success the creature leaps out of the way and they end up in a space within 5 feet of of it. On a failed save, the creature is trapped within the cage and suffers 1d4 lightning damage. Additionally if a creature start turns inside the cage they suffer an additional 1d4 lightning damage.

Creatures can freely enter the cage and suffers 1d4 lightning damage when they first enter it or touches the bars.

The cage's bars have enough space for attacks to pass through it.

A creature in the cage can touch the bars and use an action make an athletic check vs your spell DC in an attempt to escape the cage.

At Higher Levels. When you cast this spell using a spell slot of 3th level or higher, the triggering damage increases by 1d4 for each slot level above 2nd.

Spell Lists. Artificer, Sorcerer, Wizard.

Empored Strings

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: S
  • Duration: Concentration, up to 1 minute

You target a humanoid of your choice that you can see within range and force them to make a constitution saving throw. On a failure you send an invisible spectral thread that only you can see from one of your fingertips into the creature's body, sending electrical jolts to their muscles giving you partial control over their movements, the thread doesn't fill its space. On a success nothing happens.

For the duration of the spell, as a bonus action you can force the creature to use their reaction in the following ways:

  • The creature makes a weapon attack against a creature you choose within their range.
  • Drop an object
  • Fall prone
  • Move half their speed in any direction

At the DM’s discretion, you may choose an alternative effect, but it should be no more powerful than those described above. The DM has final say on such effect.

The creature may attempt the save again at the end of each their turns.

Any creature that can see invisibility may attack the strings with a magical weapon or something of similar nature to immediately end the effect. The String's AC equals your spell save DC.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can affect one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.

Spell Lists. Bard, Warlock, Wizard.

Shock Pillar

2nd-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a tiny metal cube)
  • Duration: Instantaneous

You spring a lightning pillar from the ground in an area you chose within range. The pillar springs out electricity in a 5-foot-radius and is 30-feet high. Each creature in the radius must make a Dexterity saving throw. A target 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 3th level or higher, damage increases by 1d8 for each slot level above 2nd.

Spell Lists. Artificer, Cleric, Druid, Sorcerer, Wizard

Lightning Javelins

3rd-level conjuration


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S, M (3 metal toothpicks)
  • Duration: Concentration, up to 10 minutes

You conjure 3 floating javelins made of glowing energy that shed dim light out to 20 feet. You can use your action to make a ranged spell attack to hurl a javelin at a target within range. On a hit, the target takes 3d10 lightning damage and it leaves behind a glowing mark on its body that lasts 1 minute. The spell ends early if all javelins are thrown.

If a creature has accumulated 3 marks, they must make a constitution saving throw. On a failure the creature becomes paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you create one additional javelin for each slot level above 3rd.

Spell Lists. Druid, Sorcerer, Wizard

Sonic Burst

3rd-level evocation


  • Casting Time: 1 action
  • Range: Self (15-foot radius)
  • Components: V, S, M (a tiny bell contained in a small transparent box with metal edges)
  • Duration: instantaneous

You unleash a wave of overwhelming force centered on you. Each creature in a 15-foot radius originating from you must make a constitution saving throw. on a failed save the creature takes 4d6 thunder damage, is pushed back 15 feet and is knocked prone. Half as much on a success and isn't pushed or knocked prone.

A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. Objects automatically fail the save.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 15 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 600 feet.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Spell Lists. Bard, Druid, Sorcerer, Warlock, Wizard

Powered Sphere

3rd-level conjuration


  • Casting Time: 1 action
  • Range: 30 feet (5ft diameter sphere)
  • Components: V , S , M (a tiny metal ball and magnetic sand)
  • Duration: Concentration, up to 1 minute

You create a hovering ball of crackling energy over your head and fling it in a straight line in a direction you choose.

This 5-foot diameter sphere moves up to 30 feet in a straight line, stopping in place once moved. All creatures in the sphere path when initially casted must make a dexterity saving throw. On a failed Save a creature takes 4d6 lightning damage or half as much on a successful one.

Creatures who enter the sphere for the first time on a turn must make a dexterity saving throw. on a failed save the creature takes 2d6 damage lightning damage, half on a success.

Until the spell ends, you can use a bonus action to move the sphere 20 feet in a straight line. Creatures in the way must make a dexterity saving throw. On a failed Save a creature takes 2d6 lightning damage, half as much on a successful one.

The sphere emits bright light within 10 feet and dim light within 20 feet.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Spell Lists. Artificer, Druid, Sorcerer, Wizard

Focused implosion V.1

4th-level transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S, M (a tiny metal tube filled with metal beads)
  • Duration: Concentration up to 1 hour

You channel vibrations of arcane energy in a target you can see within range. If the target is a creature, they feel a breeze on their neck sending a shivering sensation throughout their body. These controlled vibrations you instill in a target are ready to cause them to implode.

Choose one target that you can see within range to make a Constitution saving throw. If they succeed, nothing happens. If it fails, choose one of the following effects.

Instant trigger. You immediately activate the vibrations and the target takes 5d6 thunder damage. due to the swiftness of the vibrations being triggered, it sends the target's muscles in shock, dulling their reaction times and balance. The target can’t take a reactions until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three.

Delayed trigger. You can delay the spell's effect and have the vibrations build up strength for a stronger impact. the damage is 3d6 and for every 10 minutes that passes add 1d6 to the damage dice of the spell until concentration ends or you decide to activate the vibrations (no actions required). If the total damage dice is 9d6 or more the creature can’t take a reactions until the end of its next turn. Moreover, it is knocked prone and has to subtract 1d4 on constitution, strength and dexterity saving throws for 1 hour. this effect ends early if the creature recovers hit-points by magical means or a successful medicine check vs your spell save DC.

You may alternatively decide to end the vibrations harmlessly to the target if you so choose.

A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. Objects automatically fail the save.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the triggering damage increases by 1d6 for each slot level above 4th.

Spell Lists. Bard, Sorcerer, Warlock, Wizard

Focused implosion V.2

4th-level transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: S, M (a tiny metal tube filled with metal beads)
  • Duration: Concentration up to 1 minute

You channel vibrations of arcane energy in a target you can see within range. If the target is a creature, they feel a breeze on their neck sending a shivering sensation throughout their body. These controlled vibrations you instill in a target are ready to cause them to implode.

Choose one target that you can see within range to make a Constitution saving throw. If they succeed, nothing happens. If it fails, choose one of the following effects.

Instant trigger. You immediately activate the vibrations and the target takes 5d6 thunder damage. due to the swiftness of the vibrations being triggered, it sends the target's muscles in shock, dulling their reaction times and balance. The target can’t take a reactions until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three.

Delayed trigger. You can delay the spell's effect and have the vibrations build up strength for a stronger impact. the damage is 3d6 and for every round that passes add 1d6 to the damage dice of the spell until concentration ends or you decide to activate the vibrations (no actions required). If the total damage dice is 9d6 or more the creature can’t take a reactions until the end of its next turn. Moreover, it is knocked prone and has to subtract 1d4 on constitution, strength and dexterity saving throws for 1 hour. this effect ends early if the creature recovers hit-points by magical means or a successful medicine check vs your spell save DC.

You may alternatively decide to end the vibrations harmlessly to the target if you so choose.

A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. Objects automatically fail the save.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the triggering damage increases by 1d6 for each slot level above 4th.

Spell Lists. Bard, Sorcerer, Warlock, Wizard

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Lightning Serpent

4th-level Conjuration


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, M (shedded snake skin)
  • Duration: Concentration up to 1 minute

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At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the triggering damage increases by 1d6 for each slot level above 4th.

Spell Lists. Bard, Druid, Ranger, Sorcerer, Warlock, Wizard

Static Rush

4th-level transmutation


  • Casting Time: 1 action
  • Range: self (5-foot-Radius)
  • Components: S, M (licorice root and carpet fuzz)
  • Duration: instantaneous

You channel static energy in your feet to charge past your opponents. When you cast this spell, you can move up to 60 in any direction you choose. Opportunity attacks against you have disadvantage during this movement. In addition any creature you move pass for the first time this turn that are within 5 feet of you must make a dexterity saving throw. Suffering 4d8 lightning damage on a failure, half as much on a success.

If you end this movement in front of another creature, you can choose to make a melee spell attack. dealing 4d8 lightning damage on a hit.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the triggering damage increases by 1d8 for each slot level above 4th.

Spell Lists. Druid, Paladin, Sorcerer, Wizard

Thunder Shot

5th-level evocation


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

You point and whisper towards a target you see within range. They must make a strength saving throw or suffer the full a concussive blast of the whisper rapidly expanding to hit them. Target takes 8d8 thunder damage and is pushed back 30 feet and knocked prone, Half as much on a success and isn't pushed back or knocked prone.

The thunderous sound can be heard 300 feet away.

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

Spell Lists. Bard, Druid, Sorcerer, Warlock, Wizard.

Thunderous retribution

5rd-level abjurations


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration up to 10 minute

You channel an aura of intense vibrations around a creature you can see within range that will lash out Whenever a hostile creature hits the the target with an attack roll, that creature takes 3d6 lightning damage, as magic lashes out in retribution.

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.

Spell Lists. Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard.

Speedy Reflexes

5th-level transmutation


  • Casting Time: 1 reaction, taken when a creature you see makes an attack or cast a spell
  • Range: 60 feet
  • Components: S
  • Duration: 1 round

Choose a creature that you can see within range. Until the spell ends, the target is supercharged with an aura of electrical energy to assist them in escaping danger by charging up their reflexes and reaction times.

You make a competing ability check using your spell attack modifier against the Hostile creature's attack role or spellcasting DC. If the competing check is won the affected creature avoids the attack or spell. Additionally they can make an attack against the hostile creature with a weapon attack or a spell that must have a casting time of 1 action and must target only that creature. If you fail the ability check the attack and spell goes through and the spell ends.

If you successfully negated a hostile creature's attack or spell, until the end of the creature's next turn they gain the following benefits:

  • They gain a +2 bonus to AC.
  • Attacks against them have disadvantage.
  • They gain advantage on Dexterity, Strength and Constitution saving throws.

Spell Lists. Paladin, Ranger, Sorcerer, Wizard

Charged Weapon

5th-level transmutation


  • Casting Time: 1 bonus action.
  • Range: Toach
  • Components: V, S
  • Duration: Concentration up to 1 minute

You infuse one weapon of you touch with electrical power and link it to the creature holding it. Until the spell ends, the weapon deals an additional 1d8 lightning damage, and it gains the light and thrown properties, with a normal range of 60 feet and a long range of 120 feet. If the weapon leaves your hand, the weapon flies back to your hand after each attack made with it.

Additionally every time a creature is hit by this weapon, they must make a strength saving throw or be forcefully moved 10 feet closer to the weapon's wielder.

At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, the extra damage increases to 2d8. When you use a spell slot of 8th level or higher, the extra damage increases to 3d8.

Spell Lists. Druid, Sorcerer, Warlock, Wizard.

System Havoc

5th-level necromancy


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

Choose 3 creatures you can see within range who must be within 30 feet of each other. They must make a constitution saving throw. Suffering 3d10 lightning damage on a failure, half as much on a success.

Additionally if they failed a save and isn't immune to lightning damage, it is dazed and suffer disadvantage on its attack rolls as its nerves begin to suffer overstimulation of electricity, causing extreme stress in the body. On a successful save, the creature isn’t affected.

A creature dazed by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it suffers 3 levels of exhaustion for the spell's duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.

This spell cant cause a creature to have more than 3 levels of exhaustion.

Spell Lists. Druid, Sorcerer, Warlock, Wizard.

Nerve Control

5th-level necromancy


  • Casting Time: 1 action
  • Range: 90
  • Components: V, S, M (a doll that is pierced with metal rods)
  • Duration: Concentration up to 1 minute

Choose one humanoid you can see within range and force them to make a constitution saving throw. On failure you gain control over their body by manipulating their nervous system's electrical inputs. On a success nothing happens.

For the duration of spell you can force the creature to move and act how you see fit so long it doesn't involve self harm (such as forcing a creature to stab itself, impale itself, or do some other obviously harmful act).

On the creature's turn you may force it to move and later use any abilities that requires only a single action or a bonus action on its turn. Alternatively you may force them to make a single weapon attack, it does not benefit from its multiattack if it has one. You cannot force it to cast spells unless it can innately cast them. The spell must have a casting time of one action and cannot be concentration.

On your subsequent turns, you must use your bonus action to maintain control over the target, or the spell ends. Also, the target can make a constitution saving throw at the end of each of its turns. On a success, the spell ends.

At Higher Levels. When you cast this spell using a 6th spell slot or higher, you may target an additional creatur so long as they are within 30 feet of each other for every slot above 5th.

Spell lists. Bard, Druid, Sorcerer, Warlock, Wizard.

Corpse Jolt

5th-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (an eye encased inside a gemstone worth 500 gold)
  • Duration: Concentration up to 1 minute

You target a body of a recently killed humanoid within range that has been dead no more than 10 minutes by sending electricity throughout its body's muscles to contort and act on your command.

For the duration the Corpse becomes animated. It has 1/4 of the maximum hitpoints of the original creature. It retains the creatures strength, constitution and dexterity ability scores, however its intelligence, wisdom and charisma is set to 5. The creature's initiative goes immediately after yours and you can mentally command it to carry out any actions it could do in life.

The creacture can carry out its multiattack as normal. Any abilities such as teleportation, breath weapons, invisibility or any innate ability of similar nature works as normal with only a single use each. If it has access to any sort of spellcasting or innate spellcasting, it may only cast a single spell while under this spell's effect. The spell must have a casting time of one action and cannot be concentration.

While you control this Corpse, it gains the following benefits if it doesn't already has it:

  • Whenever its subjected to lightning damage, it instead takes no damage and regains a number of hit points equal to the lightning damage dealt.
  • Its immune to charm, frightened, poisoned, sleep and exhaustion conditions.
  • Its immune to psychic and poison damage.
  • Any melee attack it does deals an additional 1d8 lightning damage.

On your subsequent turns, you must use your bonus action to maintain control over the target, or the spell ends.

Additionally if the its targeted by a spell that can bring the corpse back to life and the corpse meets the requirements the spell ends.

When the spell ends the body falls on the ground and becomes charred.

At Higher Levels. When you cast this spell using a 6th spell slot or higher, you may target an additional Corpse so long as they are within 30 feet of each other for every slot above 7th.

Spell Lists. Druid, Sorcerer, Warlock, Wizard.

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Crackling shell V.1

5th-level transmutation


  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: V, S, M (a small metal tube filled with ash)
  • Duration: Concentration, up to 1 minute

You encased your body's skin in a shell made of ash that emits a stormy cloud in a 10-foot radius centered on you. When you initially cast this spell you unleash a burst of energy that causes creatures within 10 feet of you to make a constitution saving throw. On a failed Save a creature takes 3d8 lightning or thunder damage (your choice) or half as much on a successful one.

For the duration of the spell you gain the following benefits:

  • The cloud you emit sends waves of energy to creatures near you. Whenever a creature enters the cloud or starts their turn in it must make a constitution saving throw. On a failed Save a creature takes 3d8 damage of the previously chosen type or half as much on a successful one.

  • Whenever you deal lightning or thunder damage to a target you can add 1d8 to the damage.

  • You gain resistance to lightning and thunder damage.

At Higher Levels. When you cast this spell using a 6th or 7th-level spell slot or higher, the damage increase by 1d8. When you cast this spell using an 8th or 9th-level spell slot the damage instead increases by 2d8 and grants a duration of 1 minute that doesn’t require concentration.

Spell Lists. Druid, Sorcerer, Paladin, Warlock.

Why two versions of Crackling shell?

This is to show how conflicted I am about the spell's final rendition and that i can see an argument for both versions existing. V.1 Has the quality of removing concentration at higher levels, which was the spell's weak spot initially and was intended. However it has the caveat of requiring an 8th level slot to do it, so i feel like its balanced fairly. Additionally i lowered the damage increases from upcasting it for the concentration removal, which i believe is a fair trade off. V.2 Does not have the concentration removal, however it has the benefit of normal upcasting damage boosts. which for some may be more preferable in certain situations.

In the end of the day its up to what you value more. Less damage while removing the worry of Concentration and only concerning yourself about Dispel magic, Or worry about concentration in exchange for more potential damage? Up to you.

Crackling shell V.2

5th-level transmutation


  • Casting Time: 1 action
  • Range: Self (10-foot radius)
  • Components: V, S, M (a small metal tube filled with ash)
  • Duration: Concentration, up to 1 minute

You encased your body's skin in a shell made of ash that emits a stormy cloud in a 10-foot radius centered on you. When you initially cast this spell you unleash a burst of energy that causes creatures within 10 feet of you to make a constitution saving throw. On a failed Save a creature takes 3d8 lightning or thunder damage (your choice) or half as much on a successful one.

For the duration of the spell you gain the following benefits:

  • The cloud you emit sends waves of energy to creatures near you. Whenever a creature enters the cloud or starts their turn in it must make a constitution saving throw. On a failed Save a creature takes 3d8 damage of the previously chosen type or half as much on a successful one.

  • Whenever you do lightning or thunder damage to a target you can add 1d8 to the damage.

  • You gain resistance to lightning and thunder damage.

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

Spell Lists. Druid, Sorcerer, Paladin, Warlock.

Electro Magnetic Field

6th-level Transmutation


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (one black star diopside gemstone worth 1000GP)
  • Duration: 1 day

You channel the magnetic field in an area of a 60-foot-radius cilindar with a height of 60-feet. Within this area creatures who enter wearing armor or large accessories made of metal must make a strength saving throw, taking 4d10 bludgeoning damage on a failure. Half as much on a success.

The area of the spell has the following effects:

  • Creatures wearing armor made of metal has their speed cut in half.
  • Melee weapon attacks suffer disadvantage with weapons made of metal.
  • Melee weapon attacks with weapons made of metal do an additional 2d8 bludgeoning damage.
  • Ranged attacks that use ammunition with metal has their minimum and maximum range cut in half
  • Items such as a compass or things of similar nature don't function until it is removed from the area.

When this area is dispelled, the field lingers for 1d4 hours until it fully disappears.

This spell’s area can’t overlap with the area of another Electro Magnetic Field spell. If you cast Electro Magnetic Field every day for 30 days in the same location, the spell lasts until it is dispelled and the material components are consumed on the last casting.

Spell Lists. Druid, Wizard.

Voltaic Lily

6th-level conjuration


  • Casting Time: 1 bonus action
  • Range: 90 feet
  • Components: V, S, M (6 gold lily pedals wrapped around 6 small golden rods with a total worth of 600 gold)
  • Duration: concentration, up to 10 minutes

You summon 6 petals made of electricity in the shape of lilies that appear on your back.

As an action you can hurl one of the pedals at a target within range, make a ranged spell attack, dealing 4d10 lightning damage on a hit.

Whenever a target is hit by a pedal it leaves behind a lily shaped mark on them that help guide attacks towards them. The next attack against the target is made with advantage.

While you have at least 1 pedal you have a flying speed of 30 feet.

The spell ends early if you have no more pedals remaining.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, increase the damage by 1d10 for each slot level above 6th.

Spell Lists. Bard, Cleric, Druid, Sorcerer.

Lightning Dive

8th-level transmutation


  • Casting Time: 1 action
  • Range: self (10-foot radius)
  • Components: S
  • Duration: 1 round

You channel from the wellspring of energy from the area into your body, temporarily transforming you into living energy. When you cast this spell, for this turn you gain incorporeal Movement of 90 feet, you do not trigger opportunity attacks for this movement. additionally you can move through other creatures and objects as if they were difficult terrain. If you end your turn inside an object when the spell ends you are shunted to the nearest unoccupied space and take 1d10 force damage for every 5 feet traveled. During this instance of movement any creature you approach for the first time this turn within 10 feet of you must make a Constitution saving throw. On a failure they suffer 5d10 lightning damage and become stunned for 1 minute, half as much on a success and isn't stunned. a creature can repeat the save at the start of their turn.

If you end this movement in front of another creature, you can choose to make a melee spell attack. dealing an additional 5d10 lightning damage on a hit.

Until the end of your next turn you gain the following benefits:

  • You gain the trait Partial Lightning Absorption. Whenever you are subjected to lightning damage, you instead takes no damage and regain a number of hit points equal to half the lightning damage dealt.
  • You are resistant to all damage except force, psychic and cold.
  • Any lightning damage you deal outside of this spell deals an additional 2d10 lightning damage.

Spell Lists. Druid, Sorcerer.

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Corpse charge

8th-level necromancy


  • Casting Time: 1 action
  • Range: touch
  • Components: V, S, M (8 metal rods with gemstones attached to the end with a total worth of 1600 gp)
  • Duration: 1 hour

Choose one corpse of a creature that you can see within range that has been dead longer than 1 hour. You send finely controlled electricity throughout its body's muscles and nervous system to contort and act on your command as if it was still alive.

For the duration of the spell the corpse becomes animated. It has half of the maximum hitpoints of the original creature. It retains the creatures original ability scores, however its intelligence is set to 10. The creature's initiative goes immediately before or after yours and you can mentally command it (no action required) to carry out any actions it could do in life.

The creature can carry out its multiattack as normal. Any abilities such as teleportation, breath weapons, invisibility or any innate ability of similar nature works as normal with a maximum of 3 uses each. If it has access to any sort of spellcasting or innate spellcasting, it may only cast 10 spells while under this effect. The spell must have a casting time of one action and cannot be concentration. It must have appropriate spell slots to cast the spell.

While you control this corpse, it gains the following benefits if it doesn't already has it:

  • Whenever its subjected to lightning damage, it instead takes no damage and regains a number of hit points equal to the lightning damage dealt.
  • Its immune to psychic and poison damage.
  • Its immune to charm, frightened, poisoned, sleep and exhaustion.
  • Any melee attack it does deals an additional 2d8 lightning damage.

The spell ends if you cast this spell on another corpse, lasts for the full duration, or until the target drops to 0 hit points.

Additionally if the its targeted by a spell that can bring the corpse back to life and the corpse meets the requirements the spell ends.

Spell Lists. Cleric, Druid, Sorcerer, Warlock, Wizard.

Voltaic Barrage

9th-level Evocation


  • Casting Time: 1 action
  • Range: 150
  • Components: V, S, M (A miniature ornate pure black ademantine lightning rod worth 3000 GP)
  • Duration: Concentration up to 1 minute.

You channel pure energy in a single point in the lightning rod and manipulate it to create a border on the ground that is charged with arcane energy within range in an orientation you choose: horizontally, vertically, or diagonally. The border can be up to 90-feet long and 25-feet wide.

When the border appears, You create 5 beams of lightning that shoot out in a straight line originating from a square in the border on either side that are 10 feet wide and 60 feet long (they cannot overlap). Creatures in the Beams path must make Dexterity saving, on a failure a creature takes 10d8 lightning damage. On a successful save, it takes half as much damage.

Creatures wearing metal armor have disadvantage on the saving throw.

Until the spell ends, you can use an action to launch another 5 beam from the created border.

Creatures that make contact with the border or start their in it must make a constitution saving throw. On a failure a creature takes 6d8 lightning damage. On a successful save, it takes half as much damage. You are considered immune to the border's effect.

Spell Lists. Druid, Sorcerer, Warlock, Wizard.

Throne Of The Storm

9th level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a small ornate adamantine statue of you sitting on a throne worth 10,000 gp)
  • Duration: 1 minute

When you cast this spell you conjure a floating throne beneath you that is 15-feet tall and 15 feet wide with an appearance you choose. The throne has a flying speed of 60 feet which you can mentally command it to move on your turn (no action required). The throne remains so long as you remain seated. If you are removed from the throne it disappears and the spell immediately ends.

When you initially cast this spell, creatures are pushed back to accommodate the thrones size. If you are in an enclosed space the throne resizes to accommodate its space. Additionally when the throne's summoned, choose up to 6 targets within 60 feet of you, they are struck with lightning forcing them to make a dexterity saving throw. Suffering 8d10 lightning damage on a failure, half as much on a success.

You can use your action to do one of the following effects until the spell ends:

  • Repel. You force creatures you choose within 15 feet of throne to make a strength saving throw. on a failed save the creature takes 6d10 thunder damage, is pushed back 15 feet and is knocked prone. Half as much on a success and isn't pushed or knocked prone.
  • Smite. Choose up to 6 targets within 90 feet the throne to make a dexterity saving throw. On a failed save the creature takes 6d10 lightning damage. Half as much on a success.

Until the spell end, you gain the following benefits:

  • Advantage on checks and saves against force movement and grapples.
  • You and creatures you choose within 15 feet of the throne gain 15 temporary hit-points at the start of each of your turns.
  • Whenever a creature hits you with an attack roll, that creature takes 3d6 thunder damage, as magic lashes out in retribution.

Spell Lists. Bard, Druid, Sorcerer, Warlock, Wizard.

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