
DESTRUCTION
Destruction magic provides many means of inflicting damage on enemies. Destruction spells use elements and pure magic to deal damage to all forms of matter, both living and non-living, and with making matter more vulnerable to such damage. Mastery of Destruction magic may bring a certain amount of danger.
DESTRUCTION SPELLS
Governing Attribute: Willpower
NOVICE
Cantrips (0 magicka)
Call Lightning
Cost: 0 magicka (cantrip)
Cast Time: 1 action
Range: 60 feet
Duration: Instant
You call a single bolt of lighting from the sky to strike a target of choice that is within range. A target can be creature or an object. Make a ranged spell attack against the target. On a hit, the target takes 1d6 shock damage. If the target is under 50% health, the target takes twice as much damage (2d6 shock damage).
This spell's damage increases by 1d6 when you reach 5th level (2d6 and 4d6 when below 50%), 11th level (3d6 and 6d6 when below 50%), and 17th level (4d6 and 8d6 when below 50%).
Firebolt
Cost: 0 magicka (cantrip)
Cast Time: 1 action
Range: 120 feet
Duration: Instant
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by the spell ignites if it isn't being worn or carried.
This spells damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Frostbite
Cost: 0 magicka (cantrip)
Cast Time: 1 action
Range: 60 feet
Duration: Instant
You cause numbing frost to form on one creature that you can see within range. The target must make an Endurance saving throw. On a failed save, the target takes 1d6 frost damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Ice Spike
Cost: 0 magicka (cantrip)
Cast Time: 1 action
Range: 120 feet
Duration: Instant
A solid shard of ice darts towards a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 frost damage and the targets speed is reduced by 10 feet until the start of your next turn.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Poison Spray
Cost: 0 magicka (cantrip)
Cast Time: 1 action
Range: 10 feet
Duration: Instant
You project a puff of poisonous gas from your hand. The creature must succeed on a Willpower saving throw or take 1d12 damage.
The spell's damage increases by 1d12 when you reach 5th level (2d12). 11th level (3d12), and 17th level (4d12)
Novice (1 magicka)
Black Hand
Cost: 1 magicka
Cast Time: 1 action
Range: Touch
Duration: Instant
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 poison damage.
At Higher Levels. When you cast this spell using a 2 or more magicka, the damage increases by 1d10 for each magicka spent.
Firebloom
Cost: 1 magicka
Cast Time: 1 action
Range: 60 feet
Duration: Instant
You create a sphere of fire and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. Hit or miss, the sphere then explodes into a bloom of fire. The target and each creature within 5 feet of the point where the sphere exploded must succeed on an Agility saving throw or take 2d6 fire damage.
At Higher Levels. When you cast this spell using 2 or more magicka, the damage increases by 1d6 for each magicka spent.
Frost Shards
Cost: 1 magicka
Cast Time: 1 action
Range: 120 feet
Duration: Instant
You create three shards of frost. Each shard hits a creature of your choice that you can see within range. A shard deals 1d4 + 1 frost damage to its target. The shards all strike simultaneously, and you can direct them to hit one creature or several.
At Higher Levels. When you cast this spell using 2 or more magicka, the spell creates one more shard for each magicka spent.
Frost Shield
Cost: 1 magicka
Cast Time: 1 action
Range: Self
Duration: 1 hour
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 frost damage.
At Higher Levels. When you cast this spell using 2 or more magicka, both the temporary hit points and the cold damage increases by 5 for each magicka spent.
Hex
Cost: 1 magicka
Cast Time: 1 bonus action
Range: 90 feet
Duration: Concentration, up to 1 hour
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 magic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points, before the spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.
A dispel magic cast on the target ends the spell early.
At Higher Levels. When you cast this spell using 3 magicka (Apprentice), you can maintain your concentration on the spell for up to 8 hours. When you cast this spell using 5 magicka (Expert), you can maintain the spell for up to 24 hours.
Lightning-bolt
Cost: 1 magicka
Cast Time: 1 action
Range: 120 feet
Duration: Instant
You sling a flash of lightning at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 shock damage, and the next attack roll against this target before the end of your next turn turn has advantage, thanks to the bright flash of light.
At Higher Levels. When you cast this spell using 2 or more magicka, the damage increases by 1d6 for each magicka spent.
Sparks
Cost: 1 magicka
Cast Time: 1 action
Range: Self (20-foot line)
Duration: Instant
A wave of sparks sweeps out and blankets the ground in front of you in a 10-foot wide by 20-floor long line. Each creature in the area must make an Agility saving throw. On a failed save, a creature takes 2d8 shock damage and has disadvantage on all attacks until the start of your next turn. On a successful save, the creature takes half as much damage and doesn't have disadvantage.
At Higher Levels. When you cast this spell using 2 or more magicka, the damage increases by 1d8 for each magicka spent.
Viper Bolt
Cost: 1 magicka
Cast Time: 1 action
Range: 120 feet
Duration: Instant
You create a bolt of green energy that lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make an Endurance saving throw. On a failed save, it is also poisoned until the end of your next turn.
At Higher Levels. When you cast this spell using 2 or more magicka, the damage increases by 1d8 for each magicka spent.
Novice (2 magicka)
Drain Power
Cost: 2 magicka
Cast Time: 1 action
Range: 60 feet
Duration: Concentration, up to 1 minute
A black beam of enervating energy springs from your finger toward a creature within range. The creature must make a Willpower saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength until the spell ends. The spell has no effect if the spell fails.
At the end of each of the target’s turns, it can make a Willpower saving throw against the spell. On a success, the spell ends.
Fissure
Cost: 2 magicka
Cast Time: 1 action
Range: 60 feet
Duration: Concentration, up to 1 minute
A 5-foot-diameter fissure of fire bursts through the ground in a location of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the fissure must make an Agility saving throw. The creature takes 2d6 fire damage on a failed save, or half as much on a successful one.
As a bonus action, you can move the fissure to a new location up to 30 feet from the previous location. If the fissure appears in the space of a creature, that creature must make an agility saving throw against the fissures damage.
The fissure ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At Higher Levels. When you cast this spell using 3 or more magicka, the damage increases by 1d6 for each magicka spent.
Flames
Cost: 2 magicka
Cast Time: 1 action
Range: Self (30-foot line)
Duration: Instant
A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Agility saving throw. A creature takes 3d8 fire
damage on a failed save, or half as much damage on a successful one.
The fire ignites any flammable objects in the area aren't being worn or carried.
At Higher Levels. When you cast this spell using 3 magicka or more, the damage increases by 1d8 for each magicka spent.
Shock Pulse
Cost: 2 magicka
Cast Time: 1 action
Range: 120 feet
Duration: Instant
You create three pulses of lighting that flash at targets within range. You can aim them at one target or several. Make a ranged spell attack for each pulse. On a hit, the target takes 2d6 damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
Shock Pulse
Cost: 2 magicka
Cast Time: 1 action
Range: 120 feet
Duration: Instant
You create three pulses of lighting that flash at targets within range. You can aim them at one target or several.
Make a ranged spell attack for each pulse. On a hit, the target takes2d6 shock damage.
At Higher Levels. When you cast this spell using 3 or more magicka, you create one additional ray for each additional magicka spent.
Snow Flurry
Cost: 2 magicka
Cast Time: 1 action
Range: 120 feet
Duration: Instant
A flurry of snow erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make an Agility saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
SPELL LIST
Call Lightning
Firebolt
Frostbite
Ice Spike
Poison Spray
Black Hand
Firebloom
Frost Shards
Frost Shield
Hex
Lightning-bolt
Sparks
Viper Bolt
Drain Power
Fissure
Flames
Shock Pulse
Snow Flurry
Acidic field
Bestow Curse
Fireball
Frostbite
Ignite
Lightning Barrage
Lightning-bolt
Minor Rune
Minor Meteors
Sap Speed (Notorgo's Curse)
Stinking Cloud
Storm Cloud
Elemental Bane
Fire Shield
Ice Storm
Storm Sphere
Vitriolic Sphere
Wall of Fire
Avalanche
Cloud Kill
Cone of Cold
Destructive Wave
Drain Attribute
Immolation
Weakness to Disease
Weakness to Fire
Weakness to Frost
Weakness to Magic
Weakness to Poison
Weakness to Shock
Chain Lighting
Cloak of Flame
Cloak of Frost
Cloak of Storms
Freezing Sphere
Wall of Frost
Wall of Thorns
Delayed Blast Fireball
Fire Storm
Poison Bloom
Rune of Fire
Rune of Frost
Rune of Poison
Rune of Lightning
Incendiary Cloud
Wall of Storms
Acid Rain
Blizzard
Lighting Storm
Meteor Swarm
Hand of Decay
Sphere of Negation
APPRENTICE (3 magicka)
Acidic field
Cost: 3 magicka
Cast Time: 1 action
Range: 20 feet
Duration: Instant
You extend your arm in front of you and spray acid in a 20 foot cone. Any creature within range of the spell must make an Willpower saving throw or take 4d8 poison damage on a failed save, or half damage on a successful one.
At Higher Levels. When you cast this spell using 4 or more magicka, the damage increases by 1d8 for each additional magicka spent.
Bestow Curse
Cost: 3 magicka
Cast Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute
You touch a creature, and that creature must succeed on a Willpower saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:
-
Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
-
While cursed, the target has disadvantage on attack rolls against you.
-
While cursed, the target must make a Willpower saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
-
While the target is cursed, your attacks and spells deal an extra 1d8 magic damage to the target.
A remove curse spell ends this effect. At the DM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse’s effect.
At Higher Levels. If you cast this spell using 4 magicka, the duration is concentration, up to 10 minutes. If you use 5 magicka, the duration is 8 hours. If you use 7 magicka, the duration is 24 hours. If you use 9 magicka, the spell lasts until it is dispelled. Using 5 or more magicka grants a duration that doesn’t require concentration.
Fireball
Cost: 3 magicka
Cast Time: 1 action
Range: 150 feet
Duration: Instant
A bright streak flashes form your hand to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20 foot radius sphere centered on that point must make an Agility saving throw. A target takes 8d6 fire damage on a failed save, or half as much on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels. When you cast this spell using 4 or more magicka, the damage increases by 1d6 for each additional magicka spent.
Frostbite
Cost: 3 magicka
Cast Time: 1 action
Range: 20 feet
Duration: Instant
You create a blast of cold in the shape of a cone in front of you. Any creature within range must make a Willpower saving throw or take 6d6 cold damage on a failed save, or half damage on a successful one.
At Higher Levels. When you cast this spell using 4 or more magicka, the damage increases by 1d8 for each additional magicka spent.
Ignite
Cost: 3 magicka
Cast Time: 1 action
Range: 120 feet
Duration: Instant
You create a blast of flames that sets the target on fire, doing damage over time. A creature that you target must make a Willpower saving throw. On failed save, the target takes 4d10 fire damage and ignites on fire if the target is wearing or holding any flammable items. The creature takes half as much damage on a successful save and is not ignited.
On the start of each of the creatures turn, it must make a Endurance saving throw. If it succeeds, it puts out the fire, if it fails, it takes 1d4 fire damage.
At Higher Levels. When you cast this spell using 4 or more magicka, the damage increases by 1d10 for each additional magicka.
Lightning Barrage
Cost: 3 magicka
Cast Time: 1 action
Range: 10 feet
Duration: Instant
Sparks of lightning that flow from your fingertips in the shape of a cone. Any creature within range must make a Willpower saving throw or take 4d8 shock damage on a failed save, or half damage on a successful one.
At Higher Levels. When you cast this spell using 4 or more magicka, the damage increases by 1d8 for each additional magicka spent.
Lightning-bolt
Cost: 3 magicka
Cast Time: 1 action
Range: Self (100-foot line)
Duration: Instant
PHB 255
A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make an Agility saving throw. A creature takes 8d6 shock damage on a failed save, or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren’t being worn or carried.
At Higher Levels. When you cast this spell using 4 or more magicka, the damage increases by 1d6 for each additional magicka.
Minor Rune
Cost: 3 magicka
Cast Time: 1 hour
Range: Touch
Duration: Until Dispelled or Triggered
PHB 245 (Glyph of Warding)
When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), or creature kind (for example, the ward could be set to affect trolls). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose explosive runes or a spell glyph.
Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.
Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.
At Higher Levels. When you cast this spell using 4 or more magicka, the damage of an explosive runes glyph increases by 1d8 for each additional magicka spent. If you create a spell glyph, you can store any spell of up to the same magicka cost as the minor rune.
Minor Meteors
Cost: 3 magicka
Cast Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
EE Melf's Minute Meteors
You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell - and as a bonus action on each of your turns thereafter -you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make an Agility saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using 4 or more magicka, the number of meteors created increases by two for each additional magicka spent.
Sap Speed (Notorgo's Curse)
Cost: 3 magicka
Cast Time: 1 action
Range: 120 feet
Duration: Concentration, up to 1 minute
PHB 277 (Slow)
You drain the speed of up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Willpower saving throw or be affected by this spell for the duration.
An affected target’s speed is halved, it takes a -2 penalty to AC and Agility saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.
A creature affected by this spell makes another Willpower saving throw at the end of its turn. On a successful save, the effect ends for it.
Stinking Cloud
Cost: 3 magicka
Cast Time: 1 action
Range: 90 feet
Duration: Concentration, up to 1 minute
PHB 278
You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.
Each creature that is completely within the cloud at the start of its turn must make an Endurance saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw.
A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.
Storm Cloud
Cost: 3 magicka
Cast Time: 1 action
Range: 120 feet
Duration: Concentration, up to 10 minutes
EE Call Lightning
A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).
When you cast the spell, choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make an Agility saving throw. A creature takes 3d10 shock damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.
If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.
At Higher Levels. When you cast this spell using 4 or more magicka, the damage increases by 1d10 for each additional magicka spent.
APPRENTICE (4 magicka)
Elemental Bane
Cost: 4 magicka
Cast Time: 1 action
Range: 90 feet
Duration: Concentration, up to 1 minute
EE
Choose one creature you can see within range, and choose one of the following damage types: poison, frost, fire or shock.
The target must succeed on an Endurance saving throw or be cursed by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.
At higher levels. When you cast this spell using a 5 or more magicka, you can target one additional creature for each additional magicka spent. The creatures must be within 30 feet of each other when you target them.
Fire Shield
Cost: 4 magicka
Cast Time: 1 action
Range: Self
Duration: 10 minutes
PHB 242
Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet, You can end the spell early by using an action to dismiss it.
The flames provide you with a warm shield or a cold flame shield, as you choose. The warm shield grants you resistance to cold damage, and the cold flame shield grants you resistance to fire damage.
In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold flame shield.
Ice Storm
Cost: 4 magicka
Cast Time: 1 action
Range: 300 feet
Duration: Instant
A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make an Agility saving throw. A creature takes 2d8 bludgeoning damage and 4d6 frost damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn.
At Higher Levels. When you cast this spell using 5 or more magicka, the bludgeoning damage increases by 1d8 for each additional magicka spent.
Storm Sphere
Cost: 4 magicka
Cast Time: 1 action
Range: 150 feet
Duration: Concentration, up to 1 minute
A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.
Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 shock damage.
Creatures within 30 feet of the sphere have disadvantage on Intelligence (Perception) checks made to listen.
At Higher Levels. When you cast this spell using 5 or more magicka, the damage increases for each additional magicka spent.
Vitriolic Sphere
Cost: 4 magicka
Cast Time: 1 action
Range: 150 feet
Duration: Instant
You point at a place within range, and a glowing 1-foot ball of emerald acid streaks there and explodes in a 20-foot radius. Each creature in that area must make an Agility saving throw. On a failed save, a creature takes 10d4 poison damage and 5d4 poison damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.
At Higher Levels. When you cast this spell using 5 or more magicka, the initial damage increases by 2d4 for each additional magicka spent.
Wall of Fire
Cost: 4 magicka
Cast Time: 1 action
Range: 120 feet
Duration: Concentration, up to 60 seconds.
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make an Agility saving throw. On a failed save, a creature takes 5d8 damage, or half as much damage on a successful save.
One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or end its turn there. The other side of the wall deals no damage.
At Higher Levels. When you cast this spell using 5 or more magicka, the damage increases by 1d8, for each additional magicka spent.
JOURNEYMAN (5 magicka)
Avalanche
Cost: 5 magicka
Cast Time: 1 action
Range: 150 feet
Duration: Instant
A storm made up of sheets of ice appears in a location you choose within range. The area of the storm consists of up to ten 10 foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make an Agility saving throw. It takes 4d6 frost damage and 4d6 bludgeoning damage and is knocked prone on a failed save, or half as much damage on a successful one and is not knocked prone.
At Higher Levels. When you cast this spell at a higher spell level, the damage increases by 1d6 per level.
Cloud Kill
Cost: 5 magicka
Cast Time: 1 action
Range: 120 feet
Duration: Concentration, up to 10 minutes
PHB 222
You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.
When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make an Endurance saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe.
The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.
At Higher Levels. When you cast this spell using 6 or more magicka, the damage increases by 1d8 for each additional magic spent.
Cone of Cold
Cost: 5 magicka
Cast Time: 1 action
Range: Self
Duration: Instant
PHB 224
A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make an Endurance saving throw. A creature takes 8d8 frost damage on a failed save, or half as much damage on a successful one.
A creature killed by this spell becomes a frozen statue until it thaws.
At Higher Levels. When you cast this spell using 6 or more magicka, the damage increases by 1d8 for each additional magicka spent.
Destructive Wave
Cost: 5 magicka
Cast Time: 1 action
Range: Self (30-foot radius)
Duration: Instant
PHB 231
You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on an Endurance saving throw or take 5d6 shock damage, as well as 5d6 bludgeoning, and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.
Immolation
Cost: 5 magicka
Cast Time: 1 action
Range: 90 feet
Duration: Concentration, up to 1 minute
Flames wreathe one creature you can see within range. The target must make an Agility saving throw. It takes 7d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 3d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished through nonmagical means.
If damage from this spell reduces a target to 0 hit points, the target is turned to ash.
Weakness to Disease
Cost: 5 magicka
Cast Time: 1 action
Range: 120 feet
Duration: Concentration, up to 1 minute
You fire a projectile at a target of your choice. Make a ranged spell attack. If the target is hit, it becomes vulnerable to disease for the duration of the spell.
Weakness to Fire
Cost: 5 magicka
Cast Time: 1 action
Range: 120 feet
Duration: Concentration, up to 1 minute
You fire a projectile at a target of your choice. Make a ranged spell attack. If the target is hit, it becomes vulnerable to fire for the duration of the spell.
Weakness to Frost
Cost: 5 magicka
Cast Time: 1 action
Range: 120 feet
Duration: Concentration, up to 1 minute
You fire a projectile at a target of your choice. Make a ranged spell attack. If the target is hit, it becomes vulnerable to frost for the duration of the spell.
Weakness to Magic
Cost: 5 magicka
Cast Time: 1 action
Range: 120 feet
Duration: Concentration, up to 1 minute
You fire a projectile at a target of your choice. Make a ranged spell attack. If the target is hit, it becomes vulnerable to magic for the duration of the spell.
Weakness to Poison
Cost: 5 magicka
Cast Time: 1 action
Range: 120 feet
Duration: Concentration, up to 1 minute
You fire a projectile at a target of your choice. Make a ranged spell attack. If the target is hit, it becomes vulnerable to poison for the duration of the spell.
Weakness to Shock
Cost: 5 magicka
Cast Time: 1 action
Range: 120 feet
Duration: Concentration, up to 1 minute
You fire a projectile at a target of your choice. Make a ranged spell attack. If the target is hit, it becomes vulnerable to shock for the duration of the spell.
Drain Attribute
Cost: 5 magicka
Cast Time: 1 action
Range: 120 feet
Duration: Concentration, up to 1 minute
You attempt to weaken a target within range and drain an attribute of your choice. The creature must make a Willpower saving throw. On a failed save, the creature temporarily loses 1 point towards either their Strength, Intelligence, Willpower, Agility, Endurance, or Personality for the duration of the spell. The spell fails on a successful save.
At Higher Levels. The target loses 2 points when cast at with 7 magicka, and 3 points when cast with 9 magicka.
JOURNEYMAN (6 magicka)
Chain Lighting
Cost: 6 magicka
Cast Time: 1 action
Range: 150 feet
Duration: Instant
You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from the target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
A target must make an Agility saving throw. The target takes 10d8 shock damage on a failed save, or half as much on a successful one.
At Higher Levels. When you cast this spell using 7 or more magicka, one additional bolt leaps from the from the first target to another target for each additional magicka spent.
Cloak of Flame
Cost: 6 magicka
Cast Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
Investiture of Flame
Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends, you gain the following benefits:
• You are immune to fire damage and have resistance to cold damage.
• Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
• You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make an Agility saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.
Cloak of Frost
Cost: 6 magicka
Cast Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
Investiture of Ice
Until the spell ends, ice rimes your body, and you gain the following benefits:
• You are immune to frost damage and have resistance to fire damage.
• You can move across difficult terrain created by ice or snow without spending extra movement. • The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
• You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Endurance saving throw. A creature takes 4d6 frost damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.
Cloak of Storms
Cost: 6 magicka
Cast Time: 1 action
Range: Self
Duration: Concentration, up to 10 minutes
Investiture of Ice
Until the spell ends, dark clouds whirl around you, and you gain the following benefits:
• You are immune to shock damage and have resistance to physical damage from ranged projectiles.
• You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can some- how prevent it.
• You can use your action to create a streak of lightning that extends from your outstretched hand up to 60 feet from you towards a target of your choice. That creature must make an Agility saving throw. On a failed save, the creature takes 2d8 shock damage, or half as much damage on a successful one. The lightning forks from any creature within 5 feet of the target, dealing 1d8 shock damage.
Freezing Sphere
Cost: 6 magicka
Cast Time: 1 action
Range: 300 feet
Duration: Instant
PHB 263 (Otiluke's Freezing Sphere)
A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make an Endurance saving throw. On a failed save, a creature takes 10d6 frost damage. On successful save, it takes half as much damage.
If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.
You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes.
At Higher Levels. When you cast this spell using 7 or more magicka, the damage increases by 1d6 for each additional magicka spent.
Wall of Frost
Cost: 6 magicka
Cast Time: 1 action
Range: 120 feet
Duration: Concentration, up to 60 seconds.
You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10 foot square panels. Each panel must must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.
If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make an Agility saving throw. On a failed save, the creature takes 10d6 damage, or half as much damage on a successful save.
The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10 foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make an Endurance saving throw. That creature takes 5d6 frost damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using 7 or magicka, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each additional magicka spent.
Wall of Thorns
Cost: 6 magicka
Cast Time: 1 action
Range: 120 feet
Duration: Concentration, up to 60 seconds.
You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns containing a noxious poison. The appears within range of a solid surface and lasts for the duration of the spell. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20 foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks all line of sight.
When a wall appears, each creature within its area must make an Agility saving throw. On a failed save, a creature takes 3d8 piercing damage and 3d8 poison damage, or half as much on a successful save. The creature becomes poisoned for 2 rounds, taking an additional 1d6 damage at the start of each turn.
A creature can move through the wall, albeit slowly and painfully. For every 1 foot the creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make an Agility saving throw. It takes 3d8 slashing damage and 3d8 poison damage, or half as much on a successful save. The creature becomes poisoned for 2 rounds, taking an additional 1d6 damage at the start of each turn.
At Higher Levels. When you cast this spell using 7 or more magicka, the damage the wall deals when it appears increases by 1d8 poison damage, and the poisoned effect increases by 1d6, for each additional magicka spent.
EXPERT (7 magicka)
Delayed Blast Fireball
Cost: 7 magicka
Cast Time: 1 action
Range: 150 feet
Duration: Concentration, up to 1 minute
PHB 230
A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make an Agility saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one.
The spell’s base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.
If the glowing bead is touched before the interval has expired, the creature touching it must make an Agility saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.
At Higher Levels. When you cast this spell using 8 or more magicka, the base damage increases by 1d6 for each additional magicka spent.
Fire Storm
Cost: 7 magicka
Cast Time: 1 action
Range: 150 feet
Duration: Instant
PHB 242
A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make an Agility saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.
The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell.
Poison Bloom
Cost: 7 magicka
Cast Time: 1 action
Range: 150 feet
Duration: Concentration, up to 1 minute
You create a 30 foot square cloud of poison centered on the point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell.
Each creature within the sphere as it forms must make an Agility saving throw. A target takes 10d6 poison damage on a failed save, or half as much on a successful one. As an action, the cloud continues to bloom, growing by 20 feet in one direction of your choice, or 5 feet in all directions.
A creature takes the same damage when it enters the cloud for the first time on a turn or end its turn there.
At Higher Levels. When you cast this spell using 8 or more magicka, the damage the cloud deals increases by 1d6 poison damage, for each additional magicka spent.
Rune of Fire
Cost: 7 magicka
Cast Time: 1 minute
Range: Touch
Duration: Until dispelled or triggered
PHB 280 (Symbol)
When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section o f floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.
You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature’s physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don’t trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.
Fire. Each target must make a Willpower saving throw, taking 10d10 fire damage on a failed save, or half as much damage on a successful save.
Rune of Frost
Cost: 7 magicka
Cast Time: 1 minute
Range: Touch
Duration: Until dispelled or triggered
PHB 280 (Symbol)
When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section o f floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.
You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature’s physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don’t trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.
Frost. Each target must make a Willpower saving throw, taking 6d10 frost damage on a failed save and is encased in ice. At the start of each of the creatures turns it must make a Strength saving throw to attempt to break free of the ice. Each round the creature continues to be encased, it takes another 6d10 frost damage.
The creature takes half as much damage and is not encased in ice on a successful save.
Rune of Poison
Cost: 7 magicka
Cast Time: 1 minute
Range: Touch
Duration: Until dispelled or triggered
PHB 280 (Symbol)
When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section o f floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.
You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature’s physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don’t trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.
Poison. Each target must make a Willpower saving throw, taking 8d10 poison damage on a failed save and becomes poisoned. At the start of the each of the creatures turns it must make a Willpower saving throw to attempt to rid the poison.
The creature takes half as much damage and is not poisoned on a successful save.
Rune of Lightning
Cost: 7 magicka
Cast Time: 1 minute
Range: Touch
Duration: Until dispelled or triggered
PHB 280 (Symbol)
When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section o f floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.
You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature’s physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don’t trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose one of the options below for its effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.
Shock. Each target must make a Willpower saving throw, taking 8d10 shock damage on a failed save and cannot cast any spells on their next round. The creature takes half as much damage on a successful save.
EXPERT (8 magicka)
Incendiary Cloud
Cost: 8 magicka
Cast Time: 1 action
Range: 150 feet
Duration: Concentration, up to 1 minute
PHB 253
A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
When the cloud appears, each creature in it must make an Agility saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.
The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.
Wall of Storms
Cost: 8 magicka
Cast Time: 1 action
Range: 120 feet
Duration: Concentration, up to 60 seconds.
You create a wall of wind and storm that springs into existence at a point you choose within range. The wall appears in any orientation that you choose, as horizontal or vertical barrier or at any angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10 foot by 10 foot panels. Each panel must be contiguous with another panel. In any form, the wall is ¼ inch thick. It lasts for the duration.
If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice of which side) and must make an Agility saving throw. On a failed save, the creature takes 10d6 shock damage, or half as much damage on a successful save.
Any creature that attempts to pass through the wall must expend half of it's speed to do so, and must make an Endurance saving throw. That creature takes 5d6 shock damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this using 9 magikca, the damage increases by 2d6.
MASTER (9 magicka)
Acid Rain
Cost: 9 magicka
Cast Time: 1 action
Range: Sight
Duration: Concentration, up to 60 seconds
A gaseous cloud forms, centered on a point that you can see and spreading to a radius of 360 feet. Every creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make an Endurance saving throw. On a failed save the creature is poisoned for the duration of the spell and takes 2d8 poison damage. At the start of each poisoned creatures turn, they must make another Endurance saving throw. On a failed save, they take another 2d8 poison damage. On a successful save, they are no longer symbol.
Also, each round, acid rain falls from the cloud. Every creature beneath the cloud must make a Willpower saving throw. On a failed save, each creature takes 1d10 poison damage, and half as much on a successful one. Objects underneath the cloud automatically take 1d10 poison damage each round.
Blizzard
Cost: 9 magicka
Cast Time: 1 action
Range: 150 feet
Duration: Concentration, up to 9 seconds
Frigid air fills an area up to a 60 foot radius and up to 60 feet high, at a point you can see within range. Each creature within the area must make an Endurance saving throw. On a failed save the creature takes 8d10 frost damage, and half as much on a successful one.
A creature takes the same damage when it enters the blizzard for the first time on a turn or end its turn there.
Each time a creature takes damage, they are slowed by 50%. If the creatures speed reduces to 0, they become encased in ice and must make a Strength saving throw to break free. While they are encased, they can't move or take any actions.
Lighting Storm
Cost: 9 magicka
Cast Time: 1 action
Range: 150 feet
Duration: Concentration, up to 9 seconds
Menacing storm clouds form in an area up to an 80 foot radius and up to 60 feet high, at a point you can see within range. The area grows dark, casting shadows underneath and strong winds swirl around, slowing everyone as if you were in difficult terrain.
The storm lasts for 3 rounds. Each round, two lightning bolts will strike two targets of your choice. Each target must make an Agility saving throw. The target takes 10d6 shock damage on a failed save, and half as much on a successful one.
A lightning bolt can't hit the same target twice in the same round.
Meteor Swarm
Cost: 9 magicka
Cast Time: 1 action
Range: 150 feet
Duration: Instant
PHB 259
Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40 foot radius sphere centered on each point you choose must make an Agility saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.
The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.
Hand of Decay
Cost: 9 magicka
Cast Time: 1 action
Range: Touch
Duration: Instant
You compel a creature you touch to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.
Sphere of Negation
Cost: 9 magicka
Cast Time: 1 action
Range: 60 feet
Duration: Instant
You send a small black sphere that is 1 inch in diameter towards a creature you can see within range. If the creature you choose has 200 hit points or fewer, it must make an Endurance saving throw. If it fails, it dies, otherwise, the spell has no effect.