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Spell: Ley Line Bolt


Ley Line Sorcerer by Thuan Pham

*Ley Line Bolt first appeared in the 5e Campaign Setting Adventurer's Agency.


Ley Line Bolt

3rd-level evocation

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (a piece of quartz worth at least 20 gp, which the spell consumes)

Duration: Instantaneous

You draw power directly from the nearest Ley Line and attack a target you can see within range. The type of attack you make is determined by the type of Ley Line that is present.

· Acid: A sphere of liquid acid is lobbed at the target. On a hit, the target takes 6d6 acid damage and must succeed on Dexterity saving throw or acid eats into any armor the target is wearing, degrading it by -2 AC.

· Cold: You choose a target you can see within range. On a hit, the target is caught in a momentary blizzard that no other creature can detect. The target takes 6d8 damage and must make a Constitution saving throw. The target is stunned until the start of your next turn on a failed save, or its speed is halved on a successful one.

· Fire: You choose a target you can see within range. On a hit, the target spontaneously combusts and takes 4d10 damage. Any flammable nonmagical weapons, armor, or equipment that the target is carrying is incinerated.

· Force: A blast of energy 5 feet wide shoots out from your to a point you can see within range. Each creature in the line must make a Dexterity saving throw. A creature takes 4d6 force damage, 2d8 bludgeoning damage, and is pushed back 10 feet from you on a failed save, or takes half as much damage and is not pushed back on a successful one.

· Lighting: A bolt of lightning 5 feet wide blasts out from you to a point you can see in range. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning 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.

· Necrotic: A cloud of dark energy forms in a 5 foot radius spere centered on a point you can see within range. Each creature within the sphere must make a Constitution saving throw. On a failed save, the target takes 8d4 necrotic damage and cannot recover hit points until the start of your next turn, or takes half as much damage on a successful one.

· Poison: You hurl a bolt of liquid poison at a target you can see within range. On a hit, the target takes 10d8 poison damage and is poisoned until the start of your next turn.

· Psychic: You point to a creature you can see within range. The creature must make a Wisdom saving throw, taking 8d8 psychic damage and becoming frightened on a failed save, or half as much damage on a successful one. This spell has no affect on creatures with Intelligence scores lower than 3.

· Radiant: A beam of blinding light streams down from above and affects a 5 foot radius, 40 foot high cylinder. Any creature within the spell’s affected area must make a Dexterity saving throw, taking 6d6 radiant damage and becoming blinded for 1 minute, or half as much damage on a successful one.

· Thunder: A blast of thunder affects a 5 foot radius sphere, centered on a point you can see within range. Any creature within the spell’s affect must make a Dexterity saving throw, taking 8d6 thunder damage and are knocked prone on a failed save, or half as much damage on a successful one. Additionally, creatures that fail their save become deafened for 1 minute and automatically any perception check that relies on hearing.





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