Yeah well, this is it.

Evocation. Sure. I wrote Arc Lightning mostly from scratch, but it takes ideas from a couple other powers and effects.

For the most part, my Evocation school deals thunder, lightning, and force damage… and that’s it. Fire? Nope. Cold? Goodness no. I’m off a mind that the cool factor of both Evocation and “elemental” magic in general has been eroded by cross-pollination.

So here, Evocation had some specific, devastating effects. It gets Disintegrate because of course it does. And Power Word, because words of power and altering the fundamental nature of reality to devastating effect is the bread and butter of Evocation.

It’s a school that doesn’t mess around. And that’s why none of these spells call for Dexterity saves. Dexterity is for avoiding traps, not total dissolution (or electrocution, for that matter).


ARC LIGHTNING
Evocation cantrip
Casting Time: 1 action
Range: 30 feet
Components: verbal, somatic
Duration: instantaneous

Effect: Lightning springs from your hand to strike up to three creatures you can see within range. Choose up to three targets and make a ranged spell attack against each. If you hit, the damage depends on the number of targets you chose: one target takes 1d8 lightning damage, and two or three targets take 1d4 lightning damage.

Higher Levels: The lightning damage increases by 1d when you reach 5th level (2d8, 2d4), 11th level (3d8, 3d4), and 17th level (4d8, 4d4).


THUNDER STEP
1st-level evocation
Casting Time: 1 action
Range: self (15-foot blast)
Components: verbal, somatic
Duration: instantaneous

Effect: You create a wave of thunderous force with the stamp of your foot. Each creature within a 15-foot blast originating from your space makes a Constitution saving throw. If it fails the save, the creature takes 2d8 thunder damage and is pushed 10 feet away from you. If it saves, the creature takes half as much damage and isn’t pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 100 feet away from you by the spell’s effect, and the spell emits a clap of thunder that can be heard out to 300 feet.

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


SHATTER
2nd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: verbal, somatic
Duration: instantaneous

Effect: You create a painful, ringing noise that emanates from a space you can see within range. Each creature within a 10-foot-radius burst of the space you choose makes a Constitution saving throw. If it fails, the creature takes 3d8 thunder damage. It takes half as much damage on a successful save. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

Nonmagical objects made of crystal, glass, ceramic, or porcelain that are completely within the area automatically take this damage, and may be completely destroyed if they weigh less than 1 pound. (Eg. potions, vials.)

Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.


CALL LIGHTNING
3rd-level evocation
Casting Time: 1 action
Range: 120 feet
Components: verbal, somatic
Duration: concentration, up to 10 minutes

Effect: Choose a space you can see within range. This spell conjures a storm cloud in a 60-foot radius burst, 100 feet above the space. 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 it).

When you cast the spell, choose a space you can see within range. A stroke of lightning connects the ground and the storm cloud. Each creature in a 5-foot radius burst makes a Constitution saving throw. If a creature fails the save, it takes 3d10 lightning damage, or half as much damage on a successful save. 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.


WIND WALL
4th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: verbal, somatic
Duration: concentration, up to 1 minute

Effect: You raise a wall of powerful wind stretching up to 50 feet along the ground from a space you can see within range. The wall is 15 feet tall and 1 foot wide. You can shape the wall however you like as long as it remains a continuous, unbroken span. The wall lasts for the duration.

When the wall appears, each creature in a space the wall occupies makes a Constitution saving throw. If it fails the save, the creature takes 3d8 bludgeoning damage, otherwise it takes half as much damage on a successful save.

The wind prevents the passage of fog, smoke, and gases, as well as the movement of small or smaller fluting creatures. Loose, lightweight projectiles such as bolts, arrows, and sling stones are deflected upward and miss automatically. (Boulders and projectiles launched from siege engines remain unaffected.) Creatures in gaseous form cannot pass through.


WALL OF FORCE
5th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: verbal, somatic
Duration: concentration, up to 10 minutes

Effect: You raise an invisible wall stretching up to 100 feet along the ground from a space you can see within range. The wall is 10 feet tall and 1/4 inch wide. You can shape the wall however you like as long as it remains a continuous, unbroken span. The wall lasts for the duration.

Nothing can physically pass through the wall. It is immune to all damage and cannot be dispelled. The disintegrate spell instantly destroys the wall, however. The wall also extends into the Ethereal Plane, blocking ethereal travel as well.


DISINTEGRATE
6th-level evocation
Casting Time: 1 action
Range: 60 feet
Components: verbal, somatic
Duration: instantaneous

Effect: With this spell, you attempt to utterly destroy a creature or object you can see within range. The target can be a creature, object, or a magical construct (such as the wall created by a wall of force spell).

If you target a creature with this spell, the creature makes a Constitution saving throw. If it fails the save, it takes 10d6 + 40 force damage. If this reduces the creature to 0 hit points, it is disintegrated.

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can only be restored to life by means of a wish spell.

This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.

Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th.


DIVINE WORD
7th-level evocation
Casting Time: 1 action
Range: 60 feet
Components: verbal
Duration: instantaneous

Effect: With this spell, you speak one of the divine words of that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each target that can hear you makes a Constitution saving throw. If the target fails its save, it suffers an effect based on its current hit points:

50 hit points or fewer: deafened for 1 minute
40 hit points or fewer: deafened and blinded for 10 minutes
30 hit points or fewer: blinded, deafened, and stunned for 1 hour
20 hit points or fewer: killed instantly

Regardless of its current hit points, a celestial, an elemental, a faerie, or a fiend that fails its save is banished to its plane of origin (if it isn’t there already) and can’t return to your current plane for 24 hours short of a wish spell.


CONTROL WEATHER
8th-level evocation
Casting Time: 10 minutes
Range: self (5-mile radius)
Components: verbal, somatic
Duration: concentration, up to 8 hours

Effect: When you cast this spell, you change the weather conditions within a 5-mile radius. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early.

You can change the wind, temperature, and precipitation. It takes 1d4 × 10 minutes for the new conditions to take effect. Once the new condition had taken effect, you can choose a new condition. When you change the wind, you can choose its direction.

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. The DM will determine the initial weather based on climate and season.

Combining certain conditions can have a dramatic effect on the local area. For example, low precipitation and high temperature produces arid conditions. Increasing the temperature and precipitation raises the humidity of the region.

Precipitation
1 – Dry
2 – Clear
3 – Cloudy
4 – Ground fog or overcast
5 – Rain, hail, or snow
6 – Heavy rain, driving hail, or blizzard

Temperature
1 – Burning
2 – Hot
3 – Warm
4 – Cool
5 – Cold
6 – Freezing

Wind
1 – Calm
2 – Breeze
3 – Strong wind
4 – Gale
5 – Storm
6 – Hurricane


POWER WORD
9th-level evocation
Casting Time: 1 action
Range: 60 feet
Components: verbal
Duration: instantaneous

Effect: You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies.

If the target has 150 hit points or fewer, the target may instead be stunned, at your option. Otherwise, the spell has no effect.

A stunned target makes a Constitution saving throw at the end of each of its turns. If it successfully saves, the effect ends.