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your enemies and shake their core with this
compendium of new lightning spells. This Cantrips
pack contains spells that represent the
violent shocks that lightning spells are
meant to give. Also, it includes tips for Electrifying Whip
customizing lightning spells, a new condition conjuration cantrip
and an optional rules, such as lightning on water. Casting Time: 1 action
Some of the spells are inspired by various games, Range: Self (10-foot radius)
shows and books. Along with their description, you will Components: S, M (a metal rod)
find the source for inspiration for such spells on the Duration: Instantaneous
compendium. Classes: Artificer, Sorcerer, Wizard
Customize your You gather energy on a metal rod (or your arcane focus)
to form a whip made of lightning. As a part of the same
Lightning action, you can make a melee spell attack against a
creature within 10 feet from you. On a hit, they take 1d8
Lightning can take a myriad of shapes and colors, lightning damage and at the start of their next turn, they
unique to each spell, caster or world. The most common take additional lightning damage equal to your
colors for lightning spells across works of fiction are spellcasting ability modifier.
blue, purple and yellow lightning. But you can At Higher Levels. The spell’s damage increases by
customize your spells to look completely unique. A 1d8 when you reach 5th level (2d8), 11th level (3d8),
wizard’s lightning bolt can look like a concentrated web and 17th level (4d8).
of white lightning tendrils, while a druid’s call lightning
can look like a yellow sphere that falls from the sky, Zap Bullet
extending into a complicated web of lightning on the evocation cantrip
ground. A table with some quick designs for lightning 1 action
you can choose is found below. Casting Time:
Range: 60 feet
Lightning Customization Components: V, S
Duration: Instantaneous
d6 Visual Representation Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
1 A complicated web of blue lightning branches, looking
You concentrate bolts of lightning on the tip of your
refined and calculated
finger and shoot them onto a creature within range. You
2 Purple branches with a pure white core, elegant on standby
make a ranged spell attack against the creature for 1d8
and unhinged when freed
lightning damage. On a hit, the creature must make a
3 Spheres of yellow lightning that break on impact, uneven,
Constitution saving throw. On a failed save they can’t
just like nature
take reactions until the start of their next turn.
At Higher Levels. The spell’s damage increases by
4 Thick beams of pure white energy that fade on a blue hue,
simple but powerful
1d8 when you reach 5th level (2d8), 11th level (3d8),
5 Unstable white branches of lightning with thick black
outlines, dark and unnatural and 17th level (4d8).
6 Violent red lightning that fades into orange and yellow hues,
difficult to control
1st Level Spells
Lightning Spear Lightning Strike
1st-level conjuration, inspired by Elden Ring 1st-level evocation, inspired by Elden Ring
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: Self (20-foot line)
Components: V, S Components: V, S
Duration: Instantaneous Duration: Instantaneous
Classes: Artificer, Cleric, Paladin, Sorcerer, Wizard Classes: Cleric, Paladin, Druid, Ranger
You summon a lightning spear in your hands and hurl it You shoot a bolt of lightning into the sky, followed by
at a creature. You make a ranged spell attack against small bolts of lightning that strike the ground on a 20
the creature for 2d8 lightning damage. On a hit, a feet long and 5 feet wide line starting 5 feet from you.
lightning bolt strikes at the point of impact. The All creatures standing on the area must make a
creature must make a Dexterity saving throw. On a Dexterity saving throw. On a failed save, they take 2d8
failed save they take 1d8 lightning damage and lose half lightning damage and lose half their movement speed
their movement speed until the start of your next turn. until the start of their next turn. On a success, they take
On a success, they avoid the effect of the strike. only half the damage rolled.
At Higher Levels. When you cast this spell using a Ath Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, you increase 1d8 spell slot of 2nd level or higher, the damage increases
lightning damage to one damage roll of this spell for by 1d8 for each slot level above 1st.
each slot level above 1st.
2nd Level Spells
Electrify weapon
2nd-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a non-magical weapon worth at
least 1 sp)
Duration: Concentration, up to 1 minute
Classes: Artificer, Cleric, Paladin, Warlock
You pass your hand over a weapon you’re holding and
imbue it with the power of lightning. Sparks of
electricity emmanate from it, trying to escape it’s vessel.
The first time on your turn that you hit with the imbued
weapon, you deal an extra 1d8 lightning damage and
the target must make a Constitution saving throw. On a
failed save, the target becomes staggered until the start
of your next turn.
Electric
2nd-level evocation, inspired by Mushoku Tensei
Casting Time: 1 action
Range: Self (15-foot cone)
Components: S
Duration: Instantaneous
Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
Sparks of lightning form at the tip of your fingers. You
release the energy and electric beams cover a 15-foot
cone from your hand. All creatures on the area must
make a Dexterity saving throw. On a failed check, they
take 2d8 lightning damage and become staggered until
the start of your next turn. On a successful check, a
creature only takes half the damage rolled. A creature
wearing metal armor has disadvantage on the saving
throw.
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.
Additional Condition
Staggered. A staggered creature can’t take reactions,
and their movement speed becomes 0. You can also
rule natural lightning or other electrifying accidents to
inflict this condition, using a Constitution saving
throw against a DC determined by the DM. A quick
table of DCs for natural staggerings that can last for 1
round can be found below.
Natural Staggering
Events DC
A zap from an exposed magical item, or lightning 5
conductor
A discharge of lightning energy not aimed at you 10
An indirect hit by a natural lightning strike 15
A lightning from a thunderstorm striked the position where 20
you were standing
When a spell that deals lightning damage hits a surface Turn the Tides
of water, it can propagate in various ways: A compendium of water spells, full of support and control
If the spell is on a line area, such as Lightning Bolt, spells and rules to harness primal energy.
If the spell is a cone, creatures inside the body of archetype inspired by Hu Tao from Genshin Impact.
water have disadvantage against the saving throw.
If the spell has affects an area on a radius, such as
Ball of Lightning, the spell stops at the surface of the
water, and the radius inside the water increases by
half of it’s original distance.
Creatures standing inside the new area must make a
Constitution saving throw. On a failed save, they recieve
the effects of the original spell. On a success, they only
take half the damage done.
You may also rule that any creature covered in water
has disadvantage on saving throws against spells or
events that would make them staggered.
Art Credits
Page 1. Tome Seeker by JasonTN.
Page 2. ELDEN RING: All Incantations Showcase (Legendary
Incantations Trophy/Achievement) - Every Miracle, by
Garden of Eyes
Page 3. Mushoku Tensei Volume 14 Illustration ‘Rudeus
『Electric』’ Color, by @ddukae
Page 4. Raiden Shogun - Genshin Impact, by B o n z a i
Page 5. BETWEEN LIGHT AND SHADOWS, by Riot Games
Page 6. Lichdragon Fortissax (from Elden Ring), by FextraLife
Page 7. Dodenfell, by Ryan Bliss
Page 8. Raiden Shogun, by Zenthol
Page 9. Mushoku Tensei Volume 26 Preview Illustration
‘Rudeus Magic Armor’ Color, by @ddukae
Page stains. /u/flamableconcrete