Level
3rd
Casting Time
1 Action
Range/Area
60 ft. (20 ft. *)
Components
V, S, M *
Duration
Concentration 1 Minute
School
Evocation
Attack/Save
Ranged
Damage/Effect
Acid (...)

**- This is the correct version of this spell.


You fill the air above a cube 20 feet on each side, centered on a point you choose within range, with swirling storm clouds in an array of prismatic colors. A creature takes 3d8 damage when it enters the spell’s area for the first time on a turn, or starts its turn there, in the form of arcane rainfall. Choose one of the d8’s. The number rolled on that die determines the spell’s damage type, as shown below.

  1. Acid
  2. Cold
  3. Fire
  4. Force
  5. Lightning
  6. Poison
  7. Psychic
  8. Thunder

The first time you roll damage for this spell, if you roll the same number on 3 or more of the d8’s, the chaotic energy surges and spreads outward by 10 feet on each side of the spell’s area. Make a new damage roll against all creatures within the expanded area of effect. Additionally, creatures affected by the surge suffer an effect from the table below. Saving Throws are made against the Caster's Spell Save DC.

  1. Acid - Affected creatures must make a Dexterity saving throw. On a failed save, the creature takes 2d6 Acid damage at the beginning of their next turn, or half as much on a success.
  2. Cold - Affected creatures take 1d6 additional cold damage, and must make a Constitution saving throw. On a failed save, the creature has disadvantage on its next attack roll.
  3. Fire - Affected creatures must make a Dexterity saving throw. On a failed save, the creature takes 2d6 additional fire damage, or half as much on a success. Nonmagical items in the spell’s area that are not being worn or carried are ignited and caught on fire. 
  4. Force - Affected creatures must succeed a Strength saving  throw, or be thrown 15 feet in a random direction (Roll 1d4 to determine the direction. 1-North, 2-East, 3-South, 4-West) and be knocked prone.
  5. Lightning - Affected creatures take 1d6 additional lightning damage, and must make a Constitution saving throw. On a failed save, the creature is stunned until the start of their next turn. 
  6. Poison - Affected creatures take an additional 1d6 poison damage and must make a Constitution Saving Throw. On a failed save, the creature becomes poisoned for 1 minute. Poisoned creatures can continue to make a Constitution saving throw at the end of each turn, losing the poisoned condition on a success.
  7. Psychic - Affected features must make a Wisdom saving throw. On a failed save, the creature takes 2d6 additional psychic damage and becomes confused for the duration of their next turn. On a successful save, the creature takes 1d6 psychic damage and is not confused.
  8. Thunder - Affected creatures take 1d6 additional Thunder damage, and must make a Constitution saving throw. On a failed save, the creature is deafened until the end of their next turn. 


At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

 

 

 

* - (A vial of rainwater, a shard of broken glass.)

Previous Versions

Name Date Modified Views Adds Version Actions
6/2/2022 9:29:27 PM
19
0
1
Coming Soon
6/2/2022 9:34:37 PM
9
0
2
Coming Soon
6/14/2022 6:37:44 PM
10
1
2.5
Coming Soon

Available For: Bard (Legacy) Sorcerer (Legacy) Wizard (Legacy)

tylorallenclark

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