Zephir's Storm Spells

The archmage Zephir is talented in the art of storm magic. Detailed herein are the secrets to his signature spells. Use them wisely. These magical secrets were collected under conditions of mortal danger.

Zephir's Thunderbeam Evocation cantrip Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S

V, S Duration: Instantaneous A beam of lightning streaks from your hands to your target, followed by a powerful crack of thunder. Make a ranged spell attack roll against one target in range that you can see. On a success, 1d4 lightning damage and 1d4 thunder damage is dealt to the target. The spell's lightning and thunder damage each increase by 1d4 when you reach 5th level (2d4 each, 11th level (3d4 each), and 17th level (4d4 each).

Zephir's Thunderstrike 3rd-level evocation Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: Duration A bolt of lightning zooms after your target, immediately after, a wave of deadly thunder washes over an area in front of you. Make a spell attack roll against a target within range, dealing 3d10 lightning damage to them on a success. Afterward, all targets in a 20-foot cube in front of you must make a Dexterity saving throw, taking 2d10 thunder damage on a failed save, and half as much damage on a successful one. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, it deals an additional 1d10 lightning and thunder damage for each spell slot level above 3rd.

Zephir's Lightning Chaser 5th-level conjuration Casting Time: 1 action

1 action Range: 5 miles

5 miles Components: V, S

V, S Duration: Instantaneous You create a being of elemental lightning to chase after a target of your choice within 5 miles. The being will chase after the target at 120 feet per turn until it reaches them, then the target must make a Dexterity saving throw, taking 10d10 lightning damage on a failure, and no damage on a successful one. If they succeed, the elemental survives and fights them. If they fail, the elemental dies. At Higher Levels. If you cast this spell with a 7th-level spell slot, you conjure a second elemental, and if you use a 9th-level spell slot, you conjure a third. Lightning Chaser Medium elemental, neutral Armor Class 18

18 Hit Points 30

30 Speed 60 fly STR DEX CON INT WIS CHA 12 (+1) 22 (+6) 16 (+3) 2 (-4) 2 (-4) 2 (-4) Damage Resistances Lightning, nonmagical weapon damage

Lightning, nonmagical weapon damage Condition Immunities Poisoned, Charmed, Exhausted

Poisoned, Charmed, Exhausted Senses Truesight 60

Truesight 60 Languages Understands no languages, speaks no languages

Understands no languages, speaks no languages Challenge 3 Actions Lightning Tackle. The target must make a Dexterity saving throw, taking 10d10 lightning damage on a failure, and no damage on a success. If the target fails the save, the elemental takes 10d10 force damage.