A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).
When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.
If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10 and as a bonus action you may take control of the storm's natural wrath to conjure spiraling cylinder of wind as a hurricane within range.
The cilinder is 100 feet tall and its area counts as difficult terrain for the duration, even for flying creatures. Each creature that enters the area for the first time on its turn or starts its turn there must succeed on a Strenth saving throw or be Restrained and instantly pulled to the center of the hurricane. If a creature is already Restrained by the spell it rolls a d6, and according to the roll, suffers from one of the following effects:
- On a 1, as flying objects slash into them, the creature must make a Dexerity saving throw. It takes 3d6 bludgeoning damage on a failed save, or half as much on a successful one.
- On a 2, the creature must make a Dexerity saving throw. On a failed save the creature is dealt 5d6 slashing damage, or half as much on a successful one as various tools and weapons cut into them at high speeds.
- On a 3, the creature must take a Dexerity saving throw and take 2d6 piercing damage as glass or rcoks cut into them if it fails, or half as much if it succeeds.
- And on a 4-6, the creature is lifted 25 feet into the air.
The hurricane's type is determined by the DM, or randomly, and varies from 1 to 3.
- A type 1 hurricane is larger or so the strength is spread out over too lage of an area. Its radius is 20 feet and saving throw DC is 13. As a bonus action it can be moved up to 30 feet, moving all creatures and object within it. Objects heavier than 300lb are immune to all of the hurricane's effects.
- A type 2 is your average hurricane, fast moving and strong enough to tear appart a few houses. Its radius is 15 feet and saving throw DC is 15. As a bonus action it can be moved up to 50 feet, moving all creatures and object within it. Objects heavier than 600lb are immune to all of the hurricane's effects.
- And a type 3 hurricane is the narrowest, slow moving yet most powerful. The hurricane's radius is 10 feet and saving throw DC is 18. As a bonus action it can be moved up to 15 feet, moving all creatures and object within it. Objects heavier than a ton are immune to all of the hurricane's effects.
At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.
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