Lightning Savant Spell List

SHOCKING GRASP Spell 1


 * ATTACK
 * ELECTRICITY
 * EVOCATION

Traditions arcane, primal

Cast 2 Actions somatic, verbal

Range touch Targets 1 creature

You shroud your hands in a crackling field of lightning. Make a melee spell attack roll. On a hit, the target takes 2d12 electricity damage. If the target is wearing metal armor or is made of metal, you gain a +1 circumstance bonus to your attack roll with shocking grasp, and the target also takes 1d4 persistent electricity damage on a hit. On a critical hit, double the initial damage, but not the persistent damage.

Heightened (+1) The damage increases by 1d12, and the persistent electricity damage increases by 1. WITCH BOLT Spell 1


 * ATTACK
 * ELECTRICITY
 * EVOCATION

Traditions arcane, primal

Cast 3 Actions somatic, verbal

Range: 30 feet Targets: 1 creature Duration: Sustained up to 1 minute.

An erratic beam of crackling lightning lances into a creature within range, forming a sustained arc between you and the target. Make a ranged spell attack roll. On a hit, the target takes 1d12 lightning damage. When you sustain this spell you deal an additional 1d12 lightning damage to the target automatically. The spell ends if the target is ever outside the spell's range or if it has total cover from you.

Heightened (+1) The damage increases by 1d12 SUDDEN BOLT Spell 2


 * ELECTRICITY
 * EVOCATION

Traditions arcane, primal

Cast Two Actions somatic, verbal Range 60 feet Targets 1 creature or object

Saving Throw basic Reflex

You call down a crackling bolt of lightning on the target, dealing 4d12 electricity damage.

Heightened (+1) The damage increases by 1d12. DISPEL MAGIC Spell 2


 * ABJURATION

Traditions arcane, divine, occult, primal

Cast Two Actions somatic, verbal Range 120 feet Targets 1 spell effect or unattended magic item

You unravel the magic behind a spell or effect. Attempt a counteract check against the target. If you succeed against a spell effect, you counteract it. If you succeed against a magic item, the item becomes a mundane item of its type for 10 minutes. This doesn't change the item's non-magical properties. If the target is an artifact or similar item, you automatically fail. LIGHTNING BOLT Spell 3


 * ELECTRICITY
 * EVOCATION

Traditions arcane, primal

Cast Two Actions somatic, verbal Area 120-foot line Saving Throw basic Reflex

A massive, streaking bolt of lightning surges outward from your hand, dealing 4d12 electricity damage to any targets caught in it's line.

Heightened (+1) The damage increases by 1d12. ELECTRIC WARD Spell 3


 * ELECTRICITY
 * ABJURATION

Cast  somatic Range touch Targets 1 surface Duration: Indefinite

You create a nearly invisible electric rune on the target surface. If the surface is touched by a creature, or disturbed in some way (Such as the surface moving) the rune activates and electrocutes the triggerer for 3d12 electric damage (Basic reflex save). The rune's detection, reflex save, and disarm DC are all equal to your spell save DC, or 20, whichever is higher. You can have only one such hazard active at a time, and if you cast this spell while a previous electric rune is active, the older hazard discharges harmlessly.

Heightened (+2) The hazard’s damage increases by 1d12. THUNDER STEP Spell 4


 * ELECTRICITY
 * TRANSMUTATION

Cast One action somatic, verbal Range 30 feet

You transmute your body into a lightning bolt for a fraction of a second, teleporting to a spot within range that you can see. Any enemies caught between your current position, and the targeted position take 3d12 electric damage (Basic Reflex Save). BOTTLE THE STORM Spell 4


 * ELECTRICITY
 * EVOCATION

Cast   Reaction somatic Trigger You would take electricity damage. Duration 1 minute

When lightning is turned at you, you store the charge safely within yourself, unleashing it when the time is right. You gain electricity resistance 10 for the spell's duration. If you successfully prevent damage in this way, at any time during the spell’s duration, you can spend a single action, which has the attack trait, to expend the charge and make a melee spell attack at an adjacent target or a ranged spell attack at a target within 60 feet. This attack deals electricity damage equal to the cumulative damage prevented by bottle the storm. If you cast bottle the storm a second time before the original duration elapses, or if you do not make this attack, the stored charge dissipates harmlessly.

Heightened (7th) The resistance increases to 15, and you can immediately make the spell attack roll granted by bottle the storm as part of the reaction used to cast the spell.

Heightened (10th) The resistance increases to 20, and you can immediately make the spell attack roll granted by bottle the storm as part of the reaction used to cast the spell. LIGHTNING STORM Spell 5


 * ELECTRICITY
 * EVOCATION

Traditions primal

Cast Three Actions material, somatic, verbal Range 120 feet Area 5-foot burst Duration sustained up to 1 minute

Saving Throw basic Reflex

You create a black, rumbling storm cloud and call down one lightning bolt. The bolt is a vertical line from the storm cloud to the ground below, dealing 4d12 electricity damage to creatures in the spell's area (basic Reflex save). The first time you Sustain the Spell each round, you can call another lightning bolt within the area. If you Cast this Spell outdoors, you can create two non-overlapping clouds instead of one, though you can still call down only one bolt per turn.

Heightened (+1) The damage of each bolt increases by 1d12. STATIC FIELD Spell 5


 * ELECTRICITY
 * EVOCATION

Traditions primal

Cast Three Actions material, somatic, verbal Range 120 feet Area 20-foot burst

Saving Throw: Fortitude

A brief field of black static overwhelms the area you designate within range. Creatures caught in this area must make a fortitude saving throw to avoid their bodies convulsing under the effect of the static. Creatures with an electricity weakness or resistance take a saving throw result one step worse than or greater than the result they rolled respectively. Creatures immune to electricity are immune to this spell's effects.

Critical Success The creature is unaffected.

Success The creature is stunned 1

Failure The creature is stunned 2

Critical Failure The creature is stunned 3 and knocked prone.

CHAIN LIGHTNING Spell 6


 * ELECTRICITY
 * EVOCATION

Traditions arcane, primal

Cast Two Actions somatic, verbal Range 500 feet Targets 1 creature, plus any number of additional creatures

Saving Throw Reflex

You discharge a powerful bolt of lightning at the target, dealing 8d12 electricity damage. The target must attempt a basic Reflex save. The electricity arcs to another creature within 30 feet of the first target, jumps to another creature within 30 feet of that target, and so on. You can end the chain at any point. You can't target the same creature more than once, and you must have line of effect to all targets. Roll the damage only once, and apply it to each target (halving or doubling as appropriate for its saving throw outcome). The chain ends if any one of the targets critically succeeds at its save.

Heightened (+1) The damage increases by 1d12. GATHERING STORM Spell 6


 * ELECTRICITY
 * TRANSMUTATION

Traditions arcane, primal

Cast Two Actions somatic, verbal Range Self Duration: 5 Minutes

Electricity surges through your body as you cast electric spells, gathering into a conduit of greater power. While this spell is active, you gain an electric charge every time you deal electric damage to a creature. Every electric charge you possess causes any electric damage you deal to increase by +1. You can store up to 20 electric charges this way. Once you would surpass 20 electric charges, the energy built up in you bursts out, dealing 40 electric damage (Basic Reflex Save) to all creatures within 20 feet of you.