Lightning Spells

Static Bolts evocation cantrip Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V,S

V,S Duration: Instantaneous You send a hail of sparks towards your foes. Make two ranged spell attacks against targets within range. On a hit the target takes 1d4 lightning damage. The spell creates more sparks when you reach higher levels: four sparks at 5th level, six sparks at 11th level, and eight sparks at 17th level.

Arcing Charge conjuration cantrip Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V,S

V,S Duration: Instantaneous You strike a target with a crackling spark and give it a charged aura that draws in steel and iron weapons. Make a ranged spell attack within range. On a hit the target takes 1d8 lightning damage, and the next weapon attack roll made against the target before the end of your next turn has advantage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Dazzling Spark 1st-level evocation Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V,S

V,S Duration: Instantaneous You fire a streak of flickering light towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d6 lightning damage and has disadvantage on attack rolls and ability checks requiring sight until the end of your next turn. At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, the lightning damage increases by 1d6 for each slot level above 1st.

Ball Lightning 2nd-level conjuration Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V,S,M (a steel ball bearing)

V,S,M (a steel ball bearing) Duration: Concentration, up to 1 minute A 5-foot-diameter ball of lightning appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 35 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 10 feet tall and jump it across pits up to 15 feet wide. The sphere sheds bright light in a 15-foot radius and dim light for an additional 15 feet. At Higher Levels When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Lael's Crackling Line 2nd-level evocation Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S, M (a bit of Fulgurite)

V, S, M (a bit of Fulgurite) Duration: Instantaneous A line of crackling energy 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity Saving throw. A creature 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 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.