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
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3/17/2022 1:51:05 PM
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Posted Aug 29, 2023I really like this spell, perhaps I would change some things though. This may call for a level 9 spell slot. Being that it can do more than a fireball's worth of damage very turn in addition to possibly destroying buildings and having debris do damage as well. Doing a little bit of research into spells, I find that basically only level 9 spells even mention the DM or give them any sort of advice or instruction. Additionally, I think its a really fun idea to include an area in the center of the hurricane that takes no damage and has no negative effects. As it stands right now, your hurricane spell is basically just a tornado, The eye of the hurricane would give it that identity that a level 9 spell necessitates. I have done exactly that when I made my level 6 spell called Hurricane, I think its a fun touch. On a similar note, the area of the spell really should be a cylinder, I made that same overlook when I was creating my own spell too. It should also last significantly longer, unless that's a part of its identity like it just comes and goes super fast but its also really powerful. Now for my lesser points; perhaps the movement shouldn't be random. Maybe the caster can dictate if the storm is counter clockwise or clockwise and they get moved in accordance with the position in relation to the eye of the hurricane. Also maybe ranged weapon attacks should have disadvantage but maybe they do I'm not familiar with the effects of heavy obscurement. Another thing, if you can control the tornado, I think it should be concentration, I honestly don't know the status quo for that but that's just my gut feeling. Lastly, I really do like this spell, most creators on this platform are absolute buffoons who don't have any experience with spell effects and wording. I really like the sound thing too, I thought about including that for my spell but then I feel like I would have had to make it level 7 instead of level 6. You clearly do have a mind for creating spells with interesting and unique effects. (P.S. doing the math on all the damage its a metric ****ton 4d6 from the hurricane itself, 32d8 total from the lighting, 48d8 from the projectiles it creates, 4d10 from compressed air, and finally 4d6 when a creature gets pushed into a wall. This really should be a level 9 and it should do cold or thunder damage. In total that's 8d6+80d8+4d10 damage per turn against 8 or more enemies which includes the party if the DM chooses to do it randomly as prescribed. Which is why this spell is kinda hard to make because without careful spell, its very dangerous to your party and could pose a serious threat to the likelihood of anyone choosing to cast this type of spell much less have it equipped/learned.)