Level
8th
Casting Time
1 Action
Range/Area
1,000 ft. (100 ft. )
Components
V, S
Duration
Concentration 1 Minute
School
Evocation
Attack/Save
STR Save
Damage/Effect
Bludgeoning (...)

You stir up the air in a 100-ft. radius sphere within range.  A spiral of swirling clouds coalece in that space, and churning winds can be heard from 600 feet away.  Creature's in the sphere or within 100 feet of it must succeed on a Constitution saving throw or become deafened.  A deafened creature can repeat this saving throw at the end of its turns, ending the effect on a success.  A creature that succeeds on the save against being deafened has advantage on any subsequent saves against being deafened by this spell.  Regardless if a creature gets deafened or not, creature's fully in the sphere have disadvantage on Wisdom (Perception) checks made to listen, and can only hear up to 30 feet.  

Mighty winds blowing haphazardly through the area make any ranged weapon attacks impossible, and any flying creature must succeed on a Strength saving throw or be knocked prone.  Regardless if a flying creature succeeds on the save or not, it is pushed 1d6 * 10 feet in a random direction.  Roll a d8 and assign a different direction to each die face.  Any creatures that move through the area must spend 3 feet of movement for every 1 foot moved.  Non-flying creatures can be pushed in a similar way to flying creatures, but they can make a Strength saving throw to avoid getting pushed.  These effects take place 300 feet from the sphere.         

The thick wall clouds cause the area inside the sphere to be heavily obscured.  

A creatures that enters the area for the first time or starts its turn there takes 4d6 bludgeoning damage.  Objects and structures take maximum damage from this effect.  Creatures not in the sphere but within 300 feet of it take 2d6 bludgeoning damage.   

On your turn, you can use a bonus action to cause up to four bolts of lightning to strike a location within 300 feet of the sphere.  Each creature within 5 feet of a lightning bolt must make a Dexterity saving throw, taking 8d8 lightning damage on a failed save, or half as much damage on a successful one.  A creature can only be affected by one lightning bolt, you can't pile them up on one single creature. 

The DM may create the following additional effects within 300 feet of the sphere, depending on the environment: 

Projectiles.  At the start of your turns, loose objects in the area might be blown about.  At DM's discretion, objects that are been worn or carried might still be affected, depending on how secure it is strapped on.  The base damage for most projectiles is 6d8 (DM assigns an appropiate damage type).  The DM may adjust the damage depending on multiple competing factors (size, material, speed, distance, etc), but should use 6d8 as a template.  A creature must make a Dexterity saving throw (against spell save DC) to avoid being struck by an object.  The DM may increase or decrease the DC depending on the nature of the projectile.  A creature hit by a projectile must succeed on a Constitution saving throw or be incapacitated until the end of its next turn.  Up to eight projectiles may be launched each turn, and a creature can only be hit by one projectile per turn (for balencing purposes).  The DM might allow you to choose the targets, but most of the time its random.  If the DM intends for the projectiles to target creatures randomly, you can attempt to hone control over the targeting with a successful DC 20 Intelligence (Arcana) check. 

Collateral Damage.  As a rule of thumb, Large and larger objects and structures take 30 damage while within 300 feet of the sphere, or 60 damage while inside the sphere.  Chunks of a building might be dislodged from the rest of the structure, possibly creating larger projectiles. 

Buffeting Winds.  At the start of your turn, up to four random 30-ft. cubes within 300 feet of the sphere might acculmulate compressed air.  These cubes last until the end of your next turn.  A creature that enters one of these cubes for the first time must make a Strength saving throw, taking 4d10 bludgeoning damage on a failed save, or half as much damage on a successful one.  On a failed save, a creature is knocked prone and is hurled 1d4 * 10 feet in a random direction.  If the creature is thrusted into a solid surface, it takes 1d6 bludgeoning damage for every 10 feet thrown.      

As an action, you can move the hurricane up to 30 feet in any direction.  If you move the sphere so that a creature is in the area, that creature takes damage from the hurricane, and the sphere stops moving this turn.        

 

    

 

Previous Versions

Name Date Modified Views Adds Version Actions
3/17/2022 1:51:05 PM
2
1
--
Coming Soon

Spell Tags: Creation Damage Control Environment

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

VultureSniper

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes