You masterfully transform raw lightning into tangible forms — forging weapons, barriers, and constructs, and bending incoming strikes of electricity to your will.
Lightning Creation
You shape raw lightning into stable, tangible forms, bending electrical energy into weapons, shields, and tools of crackling power.
When you cast this spell, and as a bonus action on subsequent turns while you maintain concentration, you may create or reshape one lightning object within range. Any object created by this spell lasts for the full duration. When your concentration ends, the object remains in its final form but can no longer be reshaped.
Weapons: You create a melee or ranged weapon made of solid lightning. The weapon counts as magical and uses the statistics of the chosen weapon.
If you are proficient with the weapon, you add your proficiency bonus to attack rolls made with it.
When cast using a spell slot of 6th level or higher, the weapon deals an additional 1d8 lightning damage on a hit for every 2 spell slot levels above 4th.
Defensive Barriers: When a creature you can see within range is targeted by an attack, you may use your reaction to form a crackling barrier of lightning around it. Until the start of your next turn, the creature gains a bonus to AC equal to the spell’s level.
Other Creations: Lightning Forms (Other Objects)
You may attempt to form any other nonmagical object composed primarily of rigid structure (such as tools, restraints, bridges, or platforms). The DM sets a DC appropriate to the object’s complexity, and you make an ability check using your spellcasting ability.
For every spell slot level above 4th, you gain a +1 bonus to this check.
The object cannot replicate the effects of a magic item, spell, or creature.
Lightning Redirection
When you take lightning damage, you may use your reaction to reduce the damage you take by half (rounded down). One creature of your choice within 60 feet must then make a Dexterity saving throw against your spell save DC, taking lightning damage equal to the amount reduced on a failed save, or half as much on a success.
Spell Save DC: 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (your choice when you learn the spell)
* - (A small amber rod (worth 100gp) and an animal fur cloth none of which are consumed )
Previous Versions
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8/12/2025 8:17:05 PM
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1/25/2026 6:48:08 PM
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Coming Soon
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