Lightning Spells

Channel the raw power of storms and electricity.

Overload

Cantrip, AoE
1 Action
Reach:
2.
Damage:.

Castable only if Charged, ending the condition.

High Levels:
+4 damage every 5 levels.

Zap

Cantrip, Single Target
1 Action
Range:
8.
Damage:. On miss: you take half the damage instead.
High Levels:
+6 damage every 5 levels.

Arc Lightning

Tier 1, Single Target+
2 Actions
Range:
12.
Damage:. Also hits the next closest creature.

If you are the closest, you are hit! If 2 creatures are equally close, the GM can select randomly, the taller one, or whoever has the most metal.

Upcast:
+4 damage.

Alacrity

Tier 2, Self
0 Actions
Reaction:

(1/turn) Teleport up to your Speed, gain Charged (can be cast while Defending, after damage).

Upcast:
+4 spaces.

Stormlash

Tier 3, AoE
2 Actions
Range:
12.
Damage: and Prone on a failed STR save. Creatures with a large amount of metal (e.g., armor or a longsword) roll with disadvantage and suffer +10 damage.
Upcast:
+4 damage.

Electrickery

Tier 4, Multi-Target
3 Actions
Range:
8.
Reaction:

Castable when an ally is attacked. Teleport an ally away. Teleport another creature there on a failed WIL save (making them the target). Costs 1 action if Charged, ending the condition.

Upcast:
+2 Range.

Electrocharge

Tier 5, Single Target
2 Actions
Concentration:
Up to 1 minute.
Reach:
4.

Give a creature Charged, +1 max action, +5 Defense, 2× Speed, and advantage on DEX saves.

Upcast:
+4 Reach.

Ride the Lightning

Tier 6, AoE
3 Actions
Reach:
12.

Teleport to a spot you can see (if a willing creature is there, swap places with them). Adjacent creatures take d88 damage and Knockback 2. Creatures moved 2+ spaces are also knocked Prone, Dazed, and deafened for 1 day.

Upcast:
+1 Knockback.

Seething Storm

Tier 9, AoE
3 Actions
Concentration:
Up to 1 minute.
Reach:
4.

Become a cloud of tempestuous storm. You can fly, move for free 1/round, and attacks against you are disadvantaged. At the end of each of your turns, strike up to 4 creatures within Reach with a bolt of lightning for d88 damage (a creature can only be struck 1/round). Costs 3 actions each round to maintain. +2 Reach and +2 lightning bolts each round. Once you cast this spell, you must Safe Rest for 1 week before you can use it again.

Utility

Spark Buddy

0 Actions

Casting Time: 1 minute. Conjure a Tiny (squirrel-sized) helper for up to 1 hour. It can fetch Tiny objects, open unlocked doors, illuminate a small area, or deliver a harmless shock. If it takes damage or moves further than 6 spaces away from you, it dissipates into sparks.

Spark Step

Self
1 Action

Reach: 4. Teleport to a metal object.

Tempest's Command

1 Action

Dispel a minor magical effect, or temporarily suppress a stronger one (the more powerful an enchantment, the shorter the duration). OR: Your eyes glow and your voice is amplified to a thunder-like volume for 1 minute.

Legacy Spells

Sparkfetch

Cantrip
0 Actions

Loudly teleport a tiny, unheld metal item you can see to yourself.

Teleport

Tier 6
0 Actions

Casting Time: 10 minutes. You and up to 10 willing creatures within 2 spaces are instantly teleported to a place of your choice that you have visited before.