Frost Blade

Evocation cantrip

Casting Time: 1 action

1 action Range: 5 feet

5 feet Components: V, M (a weapon)

V, M (a weapon) Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and is covered in a light coat of ice until the start of your next turn. If the target makes an attack using either weapons or natural weapons (such as a fist, claw or beak) , it takes 1d6 cold damage, and, until the end of its next turn, the damage dealt by the target’s attacks is reduced by 2.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d6 cold damage to the target, and the damage the target takes for attacking increases to 2d6. Both damage rolls increase by 1d6 and 1d4 at 11th level and 17th level.

Classes: Sorcerer, Warlock, Wizard

Volt Blade

Evocation cantrip

Casting Time: 1 action

1 action Range: 5 feet

5 feet Components: V, M (a weapon)

V, M (a weapon) Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and static electricity flows through its body. The target must then make a Constitution saving throw. On a failure, it takes 1d8 lightning damage and drops any metallic objects wielded in its hands.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 lightning damage to the target, and the damage the target takes for attacking increases to 2d8. Both damage rolls increase by 1d8 and 1d4 at 11th level and 17th level.

Classes: Sorcerer, Warlock, Wizard

Zap Bolt

Evocation cantrip

Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S, M (a bit of wool and a metallic rod)

V, S, M (a bit of wool and a metallic rod) Duration: 1 round

A minor bolt of lightning is thrown toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 lightning damage, and is surrounded in static electricity until the end of its turn. Whenever the target takes lightning damage, it takes an additionnal 1d4 lightning damage. An enemy can only be subjected to this effect once per round.

The spell’s damage increases by 1d8, and its additionnal effect by 1d4 when you reach 5th level (2d8 and 2d4), 11th level (3d8 and 3d4), and 17th level (4d8 and 4d4).

Classes: Sorcerer, Warlock, Wizard

Precognition

1st-level Divination

Casting Time: 1 reaction, which you take upon being targetted by an attack

1 reaction, which you take upon being targetted by an attack Range: Self

Self Components: V, S

V, S Duration: Until the end of your next turn, concentration (at higher levels)

You are able to partially see into the future by predicting your opponent’s moves. Pick a target. Until the end of your next turn, the target has disadvantage on attacks made with weapons or natural weapons dealt against you.

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the duration is extended to an additionnal round.

Classes: Sorcerer, Wizard

Lightning Rush

2nd-level Transmutation

Casting Time: 1 Bonus action

1 Bonus action Range: 30 Feet

30 Feet Components: V, S

V, S Duration: Until the end of your turn

Your body is momentarily enhanced by magical lightning. Until the end of your turn, your weapon attacks deal an additionnal 1d8 lightning damage, your movement in increased by 15 feet, and it doesn’t trigger opportunity attacks. Additionnally, for the duration of the spell, you may pass through an opponent’s space and deal 2d8 lightning damage to it, but can’t end your turn there.

Classes: Sorcerer, Wizard

Binding Mark

2nd-level Abjuration

Casting Time: 1 Bonus action

1 Bonus action Range: 30 Feet

30 Feet Components: V, S

V, S Duration: Concentration, up to 10 minutes

You target an enemy and bind it with a mark that absorbs damage. Whenever you deal damage that isn’t resisted by the target, it absorbs this damage, storing 1d8, up to 6d8. The mark stops binding the target when it reaches its limit or if you end the spell using a bonus action or reaction, and deals the amount of d8s it stored.

At higher levels. When you cast this spell with a spell slot of 3rd level, the die are replaced with d10s. When you cast this spell with a spell slot of 4th level or higher, the die are replaced with d12s.

Classes: Sorcerer, Warlock, Wizard