Level
8th
Casting Time
5 Actions Ritual
Range/Area
Sight (1,000 ft. *)
Components
V, S, M *
Duration
Concentration 1 Minute
School
Conjuration
Attack/Save
DEX Save
Damage/Effect
Lightning (...)

Provided you are outside, you cause a massive storm of whipping winds and elemental violence to form from a point you can see. This magical cumulonimbus storm appears as a 1,000 feet radius cylinder that is 2,000 feet tall. Under the cloud (no more then 5,000 feet below it), fog and rain created by the storm lightly obscure that area and extinguish all open and closed flames, whipping winds and sheets of rain make that area under the cloud into difficult terrain, and all ranged attacks made with projectiles waying less then 60 pounds are impossible, and ranged attacks made with projectiles waying less then 500 pounds are made with disadvantage, under that same area. Finally, gusts of strong wind (ranging from 20 to 40 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.

 As a bonus action on your turn next turn after casting the spell, you can change the storm's heightened property to one of the following. You can have only one of the heightened properties active at a time, and they effect the hole area no more then 5,000 feet below the cloud. Once you activate a heightened property, you cannot use the same effect again until you use a different heightened property or the spell ends:

Electrical Storm. 1d4 - 1bolts of lightning flash down from the cloud at any point you can see below it. Each creature within 10 feet of a lightning bolt 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 a bonus action to call down another bolt of lightning in this way again, targeting the same point or a different one. Flammable objects that aren't being worn or carried in the area of a lightning bolt are set on fire, and a creature in the area of more then one of these bolts is effected only once.

Thunderous Boom. Whenever a creature ends its turn in the area of this spell, it must succeed on a constitution saving throw or take 2d4 thunder damage and be deafened until the end of its next turn. All objects made of glass or crystal in the spells area take 4d4 + 4 thunder damage on initiative round 20 every round while this effect is active.

Hailing Vortex. Hail pummels the ground in the area of the storm, dealing 1d8 + your spellcasting ability modifier cold damage to any creature that starts its turn in the spell's area. A medium or smaller creature that takes this damage must also make a strength saving throw or be knocked prone and take 1d6 bludgeoning damage. Objects that are not being worn or carried within the area of the storm take 1d6 + your spellcasting ability modifier bludgeoning damage at the start of each of your turns.

Hurricane. The churning winds of the storm spin into a vicious death spiral that tears up debris and dust, before sending them flying away, shredding anything in its path. The Hurricane is a 15-foot radius cylinder that extends up to the bottom of the cloud. At the start of each of your turns, you must move the hurricane up to 50 foot in a direction of your choice. Whenever a creature comes within 30 feet of the hurricane, they are assaulted by flying shrapnel, and succeed on a dexterity saving throw or take 1d6 slashing damage and be pulled 5 feet towards the center of the hurricane. A creature need only make this save only once per turn. If a creature starts its turn inside the area of the hurricane, it takes 2d8 slashing damage and must succeed on a constitution saving throw or be blinded until the end of its next turn and knocked prone. The ground the hurricane passed over is heavily damaged difficult terrain, even after the spell ends.

* - (burning incense worth at least 50gp, bits of earth and wood mixed in water, and a blue pearl worth at least 500gp, all of which are consumed by the spell. If the spell is cast as a ritual, it also requires rare chalk, candles, and powdered diamond, worth a total of 500gp, which is also consumed by the spell, in addition to the other components.)

Spell Tags: Control Debuff Utility Environment Special

Available For: Druid (Legacy) Sorcerer (Legacy) Cleric (Legacy) - Tempest Domain (Legacy)

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