Storm Spells

I've always thought that there aren't enough spells for storm mages to use. There's plenty of fire spells, but storm is a much cooler way of fighting in my opnion and it is criminally low on spells.

Zap

Evocation cantrip



Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Instantaneous



A small bolt of lightning lances from your finger to a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 lightning damage.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).



Spell Lists: Bard, Druid, Sorcerer, Wizard

Shock

Transmuatation cantrip



Casting Time: 1 bonus action

Range: Touch

Components: S, M (a piece of fabric)

Duration: 1 minute



Static electricity builds up in a willing creature's hands. Until the spell ends, they can touch a creature as an action, forcing it to make a Constitution saving throw or take 1d4 lightning damage. This spell immediatley ends if the user touches a metal object, in which case the user takes 1d4 lightning damage.



Spell Lists: Bard, Druid, Sorcerer

Piezoelectricity

Transmutation cantrip



Casting Time: 1 action

Range: Touch

Components: S, M (a piece of quartz)

Duration: Concentration, up to 1 minute



You magically squeeze a small sliver of quartz, causing to give off an electrical charge. This charge can be confered into any mechanical device and will allow the machine to function without any other aid until the spell ends.



Spell Lists: Bard, Sorcerer, Wizard

Ball Lightning

2nd-level evocation



Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Instantaneous



You generate three balls of lightning roughly the size of grapefruit and hurl them at targets within range. You can hurl them at one target or several. On a hit, the target takes 2d6 lightning damage.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ball of lightning for each level above 2nd.



Spell Lists: Bard, Druid, Sorcerer

Lightning Blade

2nd-level conjuration



Casting Time: 1 bonus action

Range: Self

Components: V, S

Duration: Concentration, up to 1 minute



You call down a bolt of lightning into your hand to use as a sword. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 lightning damage on a hit and has the finesse, light, and thrown properties (range 20/60).

If you drop the weapon or throw it, it dissipates at the end of your turn. Thereafter, while the spell persists, you can use a bonus action to call down another bolt.

At Higher Levels: When you cast this spell using a 3rd or 4th level spell slot, the damage increases to 3d8. When you cast this spell using a 5th or 6th level spell slot, the damage increases to 4d8. When you cast this spell using a 7th or higher level spell slot, the damage increases to 5d8.



Spell Lists: Druid, Sorcerer, Warlock

Sonic Boom

3rd-level evocation



Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Instantaneous



A shockwave radiates out from you, strong enough to cause major injury. Creatures within 30 feet of you must make a Constitution saving throw. On a failed saving throw, a creature takes 6d6 thunder damage and is pushed 5 feet away from you. On a successful save, a creature takes half as much damage and is not pushed.

At Higher Levels: When you cast this spell using a 4th level or higher spell slot, the damage inceases by 1d6 per level past 4th.



Spell Lists: Bard, Druid, Sorcerer