Level
7th
Casting Time
1 Action
Range/Area
Sight (120 ft.2 *)
Components
V, S
Duration
Concentration 1 Minute
School
Conjuration
Attack/Save
CON Save
Damage/Effect
Thunder (...)

By summoning the full force of the storm from within urself, unleashing the full force of the elements that you have. You create a dark churning Storm cloud forms, centred on a point spreading to a radius of 120 feet. this spell can be cast in any location that has at least a room with the hight of the ceiling of 10 feet or more. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.

Each effect will last until the end of the spell. the length of the spell depends upon the amount of constitution the caster has when casting, if full Constitution the spell lasts for 5 turns, if Half or lower the spell lasts for 7 Turns, if there constitution is a quarter or less of the casters full Constitution, but still conscious then the spell lasts for 10 turns

Round 1. Gusts and freezing rain and snow assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) this creates a blizzard like effect 1D6 Cold damage. The target and each creature within the area must succeed on a Strength saving throw or take 2d6 cold damage.

Round 2. Thanks to the strong and freezing winds, you create Six large Hailstone Shards that target enemies, creatures or objects of your choice, 1D10 Pierce Damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.

Round 3. You call six bolts of lightning from the cloud to strike six enemies, creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Constitution saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.

Round 4. You surround the area with air currents, creating one giant whirlwind that covers the entire area. The whirlwind sucks up any objects that aren’t secured to anything and that aren’t worn or carried by anyone.

A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.

restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.

At higher levels, for each Sorcerer level you achieve the spell expands an extra 120 feet, meaning that at  Spell level 8 it has a radius of 240 feet, and at Spell level 9 it has a radius of 360feet

Spell Tags: Damage Control Debuff

Available For: Druid (Legacy) Sorcerer (Legacy) - Storm Sorcery

Alexofdani

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