Level 4 spells

Acidwrought Glaive 4th-level evocation Casting Time: 1 bonus action

1 bonus action Range: 10 feet

10 feet Components: V, M (any weapon)

V, M (any weapon) Duration: Concentration, up to one minute You slam your hands into the ground, and draw out a demonic emerald blade. The weapon is similar in size and shape as a glaive, which lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. While you are wielding this weapon with both hands, you can use your action to make a melee spell attack at a creature in range, dealing 2d10 acid damage on a hit. On a hit, choose another creature within 5 feet of the original target and within range. Both must make a Dexterity saving throw, taking 2d10 acid damage on a failure or half on a success. Alternatively, you can use your action to end the spell, and make an attack roll on each creature within reach, dealing 6d10 damage on a hit. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage the spell deals increases by 1d6 for each slot level above the fourth.

Attractor Pulse 4th-level evocation Casting Time: 1 action

1 action Range: 120 ft.

120 ft. Components: V, S

V, S Duration: instantaneous You throw an orb of dark energy out to a location within range. A line of lightning streaks out, pulling creatures towards it before a thunderous boom sounds forth. Each creature you choose within 30 feet of a point within range must make a Dexterity saving throw. On a failure, it takes 4d10 lightning damage and be pulled 20 feet in a straight line towards the origin of the area of effect. On a success, it takes half damage and is not pulled. An 10 foot radius area centered at that point crackles with latent magical energy. Until the start of your next turn, the area is considered dimly lit and difficult terrain. At the start of your next turn, creatures other than you in the area must make a Dexterity saving throw, taking 4d10 thunder damage and falling prone on a failure, or half damage on a success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage the spell deals increases by 1d10 for each slot level above the fourth.

Fangs of the Storm Serpent 4th-level transmutation Casting Time: 1 bonus action

1 bonus action Range: self.

self. Components: V, M (two light melee weapons)

V, M (two light melee weapons) Duration: One minute Electricity pulses from your hands and envelopes your blades in bright sparking energy. You can use your spellcasting ability instead of strength or dexterity for the attack and damage rolls of attacks with these weapons, which each deal an additional 2d6 damage lightning damage the first time you hit with the weapon each turn. Additionally, a magical connection is forged between each weapon and the hand that holds it. After using an action or bonus action to make an attack with one of these weapons, you can teleport the blade back into your hand or teleport up to 30 feet to where the blade struck. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage of the spell attack increases by 1d6 for each slot level above the fourth.