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

If you drop the weapon or throw it, it disappears at the end of the turn. While the spell lasts, you can use a bonus action to make the scimitar reappear in your hand.

You create a magical scimitar made of lightning that lasts until the spell ends. It counts as a simple melee weapon that you're proficient with. It deals 2d8 lightning damage, and has the finesse, light, and thrown properties (range 20/60). When you hit a creature concentrating on a spell with this weapon, that creature has disadvantage on the Concentration check.

One additional, identical lightning blast is created from the same targeted point as the first, firing out in a different direction that you choose. Targets hit by this secondary blast suffer the same effects as the primary blast. Targets cannot be damaged twice by this spell.

At higher levels: This damage is increased by 1d8 for every slot level above 2nd.

Target a point within range (60ft). A blast of lightning 5 feet wide and 15 feet long shoots out from that point in a direction you choose. Any creatures hit by this blast make a Dexterity saving throw, taking 3d8 damage on a failure (half upon success).

When a creature within 60ft makes a spell attack, you may use your reaction to force them to make a Constitution saving throw. On a failure, they take 2d6 Lightning damage, and their attack roll is made with disadvantage. On a success, they take half damage and do not incur the disadvantage penalty.

At higher levels: this damage increases by 1d10 for every slot level above 1st.

If the two targets are within 15 feet of each other, and they both fail their Constitution saving throws, a blast of lightning arcs between them in a straight line 5ft wide. Targets hit by this blast make a Dexterity saving throw, taking 2d10 damage on a failure (half on a success). The two initial targets of this spell are not hit by this arc.

At higher levels: the damage increases by 1d10 for every slot level above 1st.

Choose two creatures within range. They each make a Constitution saving throw, taking 2d10 damage on a failure (half on a success).

The damage increases by one die when you reach 5th, 11th, and 17th level.

Make a ranged spell attack against a creature you can see. On a hit, the target takes 1d8 lightning damage. If the target is no more than 10ft away, it takes 1d12 damage instead.

Additionally, a theme throughout these spells is disrupting enemy spellcasters. Whereas Fire spells tend to be high-damage and frequently large-area attacks, Lightning is a more precise and technical element.

This document introduces the concept of the Overcharge . Certain spells with a casting time of 1 Action have the ability to also expend the caster's Bonus Action on the turn they are cast. If the caster chooses to invoke this option, the spell has additional effects detailed in the description's Overcharge section.

Wrathful Sentry 2nd Level Conjuration Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S, M (needle)

V, S, M (needle) Duration: Concentration, up to 1 minute Create a sentry rune on a point on a surface within range. The sentry appears as a fist-sized ball of blue lightning. Whenever a creature moves within 15 feet of the sentry, you may use your reaction to force the creature to make a Dexterity saving throw, dealing 3d10 damage to it and reducing its speed to zero until the beginning of its next turn on a failure. On a successful saving throw, the target takes half damage, but suffers no speed penalty. On your turn, you may use your bonus action to trigger the sentry if you can see it, dealing Lightning damage to creatures within 15 feet of the sentry equal to half of your level (rounded down). At Higher Levels: The reaction damage increases by 1d10 for every slot level above 2nd.

Static Charge 2nd Level Evocation Casting Time: 1 action

1 action Range: 90 feet

90 feet Components: V

V Duration: Concentration, up to 1 minute Choose a creature you can see to make a Constitution save. It takes 2d8 lightning damage on a failed save, or half as much on a success. Also on a failure, the target becomes statically charged. It sheds bright light in a 5-foot radius and dim light for an additional 10 feet. At the end of its turns, it repeats the save. It takes 2d8 lightning damage on a failed save, and ends the spell on a success. If the target is an aquatic or water-based creature, or if it is currently standing or swimming in water, it saves with disadvantage, and takes maximum damage. On your turn, you may use your bonus action to shock the target, reducing its speed by half until the end of its next turn and dealing 1d8 lightning damage to it. At Higher Levels: Both damage rolls increase by 1d8 per slot level above 2nd.

Twin Bolt 2nd Level Evocation Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S, M (metal coin)

V, S, M (metal coin) Duration: Instantaneous You create two bolts of lightning. You can hurl them at one target, or separate targets. Make a ranged spell attack for each bolt. On a hit, the target takes 2d8 lightning damage. At Higher Levels: You create one additional bolt for each slot level above 2nd. Overcharge: Each bolt that impacts a creature reduces that creature's spell save DC by 2 until the end of its next turn. However, the damage of each bolt is reduced to 2d6.

Spells of 4th Level Calhyar's Energizing Cloak 4th Level Evocation Casting Time: 1 action

1 action Range: Self

Self Components: V, S, M (sugar cube)

V, S, M (sugar cube) Duration: 1 minute You become infused with lightning, heightening your awareness and empowering your body. You gain a bonus of +2 to all saving throws, and your speed is increased by 10 feet. Whenever a creature within 5 feet of you hits you with a melee attack, it takes 2d8 lightning damage.