Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
You create three lightning ray and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes 2d6 lightning 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.
You call forth a field of crackling electricity, covering a 20-foot radius on the ground within range. The electric surface is difficult terrain, and each creature that enters the area for the first time on a turn or starts its turn inside must make a Dexterity saving throw. On a failure, a creature takes 1d12 lightning damage and is shocked until the start of their next turn. You are immune to the effects of the field and can move through it freely.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each slot level above 2nd.
(* - which you take when you are hit by an attack or targeted by the magic missile spell) An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can’t make Opportunity Attacks until the start of its next turn.
Cantrip Upgrade. This spell’s damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
You hurl a lighting spark at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 lightning damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
Cantrip Upgrade. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
You call on your aeromancy to invoke a minor effect. Choose one of the following effects to cause within range:
• You create a gust of air within range, strong enough to move small, lightweight objects, but not strong enough to cause any harm or damage. You can use the gust to push an object that weighs no more than 5 pounds up to 10 feet in any direction. You can also use it to open or close objects such as doors or windows, but not manipulate thin or hard to move objects such as levers.
• You create an instantaneous sound that originates from a point of your choice within range, or you amplify, muffle, or distort a sound with range for the next hour, which can include your own voice. You can make a sound up to three times as loud or three times as soft.
• You manipulate air in some other small way, to a degree similar to the options above. The GM has the final say when determining what effects you can cause.
If you cast this spell multiple times, you can have up to two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.