Level
2nd
Casting Time
3 Actions Ritual
Range/Area
Sight (30 ft. )
Components
V, S, M *
Duration
Concentration 5 Minutes
School
Conjuration
Attack/Save
None
Damage/Effect

This is a charged spell, taking several actions to complete. While it is charging, it has secondary effects to aid in its casting. 

You hold a metal rod, at the end of which is a sapphire wrapped in copper wire, and wave it in a pattern to begin to summon a storm. It begins as a small cloud, 30ft in diameter, somewhere you are able to see, growing to 60ft on the second action, and after taking the 3rd action grows to a size of 100ft in diameter.

This spell requires you to take 3 actions before it takes full effect. When you take one of these actions, there are effects you can conjure alongside the summoning.

When you take the first action, the diameter of the storm is 30ft, and you can either:

  1. Summon a wall of wind 10ft wide and 5ft tall that moves up to 30ft  in a direction. It originates somewhere you can see. Any creature caught in that area must make a STR save equal to your spell save DC. On a failure, they are pushed back 10ft and knocked prone. On a success, they are pushed back 5ft and stay standing. 
  2. Call a single bolt of lightning under the cloud to strike a creature who fails a DEX save equal to your spell save DC for 2d6 lightning damage, taking half damage on a success.

When you take the second action, the area of effect is 60ft diameter, and you may move the storm up to 30ft in a direction. You can choose a previous option, doubling the size and/or effects, or one of the following:

  1. Create a stream of icy cold hail in a 15ft diameter cylinder. Creatures in that must make a CON save equal to your spell save DC +1. On a failure, they take 3d6 cold damage, and their movement is halved. On a success, they take half damage and movement is reduced by 5ft. 
  2. Conjure a small 5ft diameter tornado centered on a creature who is size large or smaller. They must make a DEX save equal to your spell save DC. On a failure, they are thrown 5d6+5 (rounded up to next increment of 5) feet in the air and 10ft in a random direction, taking fall damage when they land. On a success, they are thrown 10ft up and out in a random direction.

When you take the final action, the size increases to 100ft diameter and you can move it 50ft in any direction. You may now as a part of this action, and any subsequent actions until the spell ends, choose any two of the previous options, increasing any measurements by 10ft, and any damaging effects by 2d8 lightning damage. You may also move the storm an additional 50ft.

* - (A sapphire worth at least 100gp wrapped in copper wire and connected to a metal bar held in the hand.)

Available For: Cleric (Legacy) Druid (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

BaltRinnaker

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