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Chapter 2 - chapter 2

Huh, I'll go first, I have to hurry, just a few more steps, with quick steps I've arrived at the front door of the library, I went inside, Theodore,

Opening the door, surprised by the contents inside, the room was painted white, with the most golden carvings, neatly arranged book shelves.

Damn this is so good the smell of books makes my mind calm wow there are novels in this century too.!!

Damn great, lots of magic books, wait, then how do I get those books, hmm? ... Theodore.

Cuckoo, you jerk, I can use item transfer magic, I should try it, hahaha, it works, I should just drop them all with an evil smile.... Theodore.

Okay, first let's open and read everything, hmm, this lightning element magic is the magic of the god Zeus that was created when Zeus fought against Cronus and the Titans, he freed his brothers, Hades and Poseidon, along with the Cyclops and Hecatoncheires. In return, the Cyclops gave Zeus lightning, a lightning weapon infused with the power of the sky. Lightning became Zeus' symbol!!! .....Theodore.

Interesting, I should read it again!!

Theodore:

Lightning magic already has some very powerful spells, such as the lightning bolt that gives the spell its name. However, once again, some spell levels don't have any lightning spells at all. These new additions aren't meant to take away from already beloved spells, but simply to provide more options for the discerning wizard.

SPELL LIST BY LEVEL:

Spell Level

Grounding Bolt Cantrip

1. Shock

2. Lightning Bolt

3. Crackling Blow

4. Ghost Spark

5. Fulgurization

6. Lightning Reflex

7. Corrupt

8. Lonic Curse

9. Ride Lightning

GROUNDING BOLT

Resurrection cantrip

Casting Time: 1 action

Range: 90 ft.

Components: V.S

Duration: Instantaneous

Classes: Artificer, Druid, Sorcerer, Warlock, Wizard

You send a jolt toward a creature you can see within range, punishing those who dare fly through your skies. The target must succeed on a Dexterity saving throw or take 1d8 lightning damage. If the target is flying or hovering in the air, it takes 1d12 lightning damage.

At higher levels. The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

DOING SURPRISE

Level 1 Evolution

Casting Time: 1 action

Range: 60 feet

Components: V. S

Duration: Instantaneous

Class: Crafter, Wizard, Sorcerer

A creature you can see within range becomes the source of a current that spreads to nearby creatures. The target and any creatures adjacent to it must make a Constitution saving throw. The creature takes 2d8 lightning damage on a failed save, or half as much damage on a successful save Theodore.

Okay I should try to imagine what I read earlier I should make a small circle first then combine the simplest electricity elements hmm the axis looks as big as Theodore.

cough cough damn is this too heavy to hold Theodore's mana.

Okay let's read the next level...

LEVEL 2:

At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the lightning damage increases by 1d8 for each slot level above 1st level.

lightning strike

2nd-level spell

Casting Time: 1 action

Range: 30 ft.

Components: S. M (a melee weapon worth at least 1 sp)

Duration: Instantaneous

Classes: Artificer, Cleric, Ranger, Paladin, Sorcerer, Warlock, Wizard

You disappear and reappear at the end of a straight line 5 feet wide that ends at an empty point you can see within range. Make a melee attack with the weapon used in the spell against one creature in the line, ignoring your weapon's range. Each creature of your choice in the line must then make a Dexterity saving throw, taking 2d6 lightning damage on a failed save or half as much on a successful one.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the lightning damage increases by 1d6 for each slot level above 2nd level.

Heheh successfully the lightning flashes are getting sharper eheheh if it's for hunting goblins it must be very fun smiling evilly

Theodore.

LEVEL 3 :

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the lightning damage increases by 1d6 for each slot level above 2nd level.

Crackling Blow

3rd-level Evolution

Cast Time: 1 bonus action

Range: Self

Components: V

Duration: Concentration, up to 1 minute

Class: Paladin

The next time you hit a creature with a weapon attack before this spell ends, your weapon boils with arcs of electricity, and the attack deals an additional 368 lightning damage.

In addition, the target must succeed on a Constitution saving throw or drop whatever item or creature it is holding and fall prone.

At higher levels. When you cast this spell using a spell slot of 4th level or higher, the lightning damage increases by 1d8 for each slot level above 3rd level.

Combine magic elements of level 1, 2, 3 woh the mana element is greater even the lightning is more compact and stronger Theodore....

LEVEL 4 :

At higher levels. When you cast this spell using a spell slot of 4th level or higher, the lightning damage increases by 1d8 for each slot level above 3rd level.

WRAIT CREATION

4th-level spell

Casting Time: I action

Range: 5 feet

Components: V. S.

Duration: Concentration, up to 1 minute

Class: Wizard, Sorcerer, Warlock

You summon three short-lived lightning elementals in an empty space within range. Although they are actually creatures, and class features that affect summoning can treat them as such, in combat they are treated as small, floating objects with AC 16 and 15 hit points. The wraiths also emit a faint light out to a radius of 10 feet.

When you cast the spell, you specify a direction for each wraith. Additionally, you can choose a number of creatures you can see to be ignored by the wraiths. At the end of each of your turns, the spark wraiths move 30 feet in a direction they choose. If the wraith comes within 10 feet of a creature small or larger, it lets out a loud shriek and enters the nearest square of that creature's space, binding itself to it.

The bound wraith moves with the target creature, but can still be attacked and damaged. At the start of each of its turns, the bound creature must make a Constitution saving throw or take 5d8 lightning damage on a failed saving throw, or half as much damage on a successful one. A creature can only be bound by one spark wraith; other spark wraiths ignore the bound creature. The bond is broken if the spark wraith disappears.

If the spark wraith collides with an obstacle 5 feet or more wide before it finds a creature or if it loses all of its hit points, it dissipates harmlessly. When the spell ends, all wraiths dissipate in that manner.

At higher levels. When you cast this spell using a spell slot of 5th level or higher, you can create an additional wraith for each slot level above 4th level.

Cough cough damn my mana is too big Theodore.

LEVEL 5 :

At higher levels. When you cast this spell using a spell slot of 5th level or higher, you can create an additional phantom for each slot level above 4th level.

FULGURIS

5th-level evolution

Casting Time: Casting Time

Range: 60 feet

Components: V.S.M (Small Fulgurite)

Duration: Concentration, up to 1 minute

Classes: Crafter, Wizard, Sorcerer, Warlock

You attempt to scorch a creature you can see within range with a powerful bolt. The target must make a Dexterity saving throw. The saving throw deals 8d10 lightning damage on a failure, or half as much on a success. If the target survives the damage, the spell ends.

If the target is killed by this spell, its remains are transformed into a charred statue enveloped in electricity. Until the spell ends, you can use a bonus action on each of your turns to drain electricity from the statue to each creature within 20 feet of it. Each creature within range must make a Dexterity saving throw. A creature takes 4d10 lightning damage on a failed save, or half as much on a successful one.

Additionally, during the duration, you can cast spells that deal lightning damage as if you were in the statue's chamber, but you must use your own senses.

At higher levels. When you cast this spell using a spell slot of 6th level or higher, the lightning damage from the initial effect and the bonus action effect increases by id10 for each slot level above 5th level.

LEVEL 6:

LIGHTNING REFLEX

6th-level transmutation

Casting Time: I action

Range: Self

Components: V. S, M (An hour-glass filled with quicksilver. worth at least 300 gp)

Duration: 1 hour

Classes: Bard Cleric, Druid

You bestow your allies with supernatural reflexes, making them ready to react to the slightest hint of danger. Choose up to five willing creatures in range. If one of the creatures would make a Dexterity saving throw or an initiative roll its reflexes kick in and grant it advantage on the roll If this causes the creature to succeed on a Dexterity saving throw to take only half damage, they instead take no damage. Whenever the effects of the spell are triggered for a creature, the creature then has its speed doubled until the end of its.

next turn.

A creature can only safely benefit from this spell once every 24 hours. For every successive casting beyond the first, the affected creatures suffers a level of exhaustion.

LEVEL:7

BLIGHTNING

7th-level necromancy

Casting Time: 1 action

Range: Self (30-foot cone)

Components: V, S, M (the skull of a creature killed by lightning)

Duration: Instantaneous

Classes: Cleric, Sorcerer, Warlock, Wizard

You blast foes with vicious red lightning, charged with negative energy. Each creature in a 30-foot cone must make a Dexterity saving throw or take 6d6 lightning damage and 6d6 necrotic damage. A living creature that fails the save is suffused with necrotic energy. Whenever such a creature would regain hit points or gain temporary hit points, it instead gains half as many. A Remove Curse, Greater Restoration, or Wish spell can end this effect.

At higher levels. When you cast this spell using a spell slot of 8th level or higher, the lightning damage and the necrotic damage each increase by 1d6 for each slot level above 7th.

LEVEL:8

IONIC CURSE

8th-level transmutation

Casting Time: 1 action

Range: 300 feet

Components: V. S

Duration: Concentration, up to 1 minute

Classes: Cleric, Sorcerer, Warlock, Wizard

You alter the composition of any number of creatures you can see in a 100-foot radius sphere, rendering them prone to catastrophic electric discharges. Each target must make a Constitution saving throw or be affected. The affected creatures are surrounded by a faint blue glow, their hair stands up and any loose clothing is blown about. Whenever an affected creature is hit by by an attack or hits another creature with a melee attack, it takes 1d6 lightning damage.

LEVEL:9

RIDE THE LIGHTNING

9th-level transmutation

Casting Time: I action

Range: Self

Components: V. S. M (an object that has been struck by

natural lightning)

Duration: Concentration, up to 1 minute

Classes: Sorcerer, Wizard.

You channel calamitous voltage through your body, allowing you to briefly become lightning itself. For the spell's duration, you are immune to lightning damage.

As a bonus action on each of your turns, you transform into lightning and instantly travel in a straight line up to 100 feet in any direction, rematerializing at the end of the line. Each creature in the line must make a Dexterity saving throw or take 8d8 lightning damage. Objects in the line take the damage as well If an obstacle would block the path of the line as you travel along it, if it takes enough damage from this spell to destroy a 5-foot square path through it, you can continue traveling. Otherwise, you materialize in front of the obstruction.

If you rematerialize while in mid-air, you may levitate in that space until the end of your next turn or until you transform into lightning again, as ares of electricity hold you aloft.

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