Level
4th
Casting Time
1 Action
Range/Area
90 ft.
(20 ft. )
Components
V, S, M *
Duration
Concentration
1 Minute
School
Transmutation
Attack/Save
DEX Save
Damage/Effect
You anchor a lattice of ionized energy to a point you can see within range, creating a shimmering 20-foot radius sphere. For the duration, the area is filled with humming ley-lines.
When a creature enters the sphere for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature becomes Linked until the start of its next turn or until it leaves the sphere.
When you cast this spell, and as a bonus action on your turn, you can charge the lattice. Until the start of your next turn, the lattice is charged and gains the following properties:
- Discharge: While the lattice is charged, once per round, when a Linked creature takes damage for the first time that round, a surge of energy arcs from it. You choose one other Linked creature within the sphere. That creature takes lightning damage equal to half the damage the original creature took (rounded down). Damage from this effect can’t trigger further discharges.
- Tether: While the lattice is charged, movement away from the center of the sphere is difficult terrain for Linked creatures. Movement toward the center is unaffected.
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Posted Jan 29, 2026Sympathetic Lattice is designed as a force multiplier for the party. Unlike static area-of-effect spells that provide a consistent damage floor (like Fireball), the Lattice provides a variable ceiling that rewards tactical coordination and spreading attacks across all "Linked" participants. It is particularly effective for support-oriented casters or in parties with high-impact single-target strikers (Rogues, Paladins), as the spell's output leverages the party's damage rather than the caster's.
Mathematical Baseline
Using the benchmarks for 4th-level spells, we assume a standard 20-foot radius "scrum" containing 10 combatants (5 allies and 5 enemies).
1. Probability of Connectivity
At Level 7, a caster typically has a Spell Save DC of 15. An average CR 5–8 creature has a Dexterity save modifier of approximately +2 to +4.
Pfail=(DC−(Save Mod)−1)/20 ≈ 60%In a 10-creature scrum, we can expect 6 creatures to be "Linked" at any given time.
2. Damage Calculation (Per Round)
At Level 7, the "first hit" of a turn is the most significant. Based on standard class features and monster multi-attacks:
As you can see, instantaneous spells are usually lower damage output than long-term AoE spells. Sympathetic Lattice is a long-term AoE, but one whose members can change every round. Because of its uncapped ceiling on damage (proportional to the number of participants), the size was kept smaller than other 4th level spells (20 ft instead of 30 ft), and the ongoing tax on the caster requires both Concentration as well as his Bonus Action.
Because targets in the lattice pay the Dex Save when entering/starting in the sphere, there is no save for the actual damage. This basically pre-screens targets to take all of the half-damage before damage is rolled. And because the caster can choose ANY target in the lattice to receive the damage, this becomes a very effective focus-fire tool for the caster (not the party).
Finally, the Tether fits in with the rest of the Storm-themed spells, encouraging enemy movement in a soft-pull design that encourages clustering towards the center without being a hard-lock.
No Upcast
It's important to note again that this has no upcast. Because the damage output is tied to the damage of the players and enemies, it naturally scales, and becomes an "evergreen" spell, relevant at all levels. This is comparable to other evergreen spells, such as...