A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.
Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.
Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.
It's Perfect for Tempest Clerics... Oh, wait...
...To the Abyss with RAW! Goodbye Sleet Storm, and Hello Storm Sphere.
Why is this not on the druid list??
I guess its meant to represent arcane plasma/tesla coil raither than druidic magic
Druids get access to Call Lightning, which deals more damage and has a much larger range, but requires an action to utilize
Casting word is:
Orbus Disturbium
A whirlwind of debris and cloud clusters and orbits around a singular point. The heavier debris takes root towards the center. A burst of lightning cackles on the inside every few seconds, drowning out the sounds nearby alongside the intense wind. The wizard raises his staff and points it towards you... Everything goes white and deaf for a moment.
Woops, natural 1. Darn, I'll hit ya next time!
Step 1: Be an Evocation Wizard
Step 2: Cast this spell on yourself, with you standing in the center.
Step 3: Laugh as you become a living storm, zapping enemies with bolts of lightning...with advantage should they be foolish or brave enough to get close...and at half movement speed, due to difficult terrain.
And your allies are unaffected.
Step 4: Do I really need to say it?
"Sculpt Spells" only works for the initial casting of a spell. Strength saving throws would still be made at the end of each of your turns. Given Wizards/Sorcerers lack of Strength saving throw it'll be a consistent fail with compounding damage and potential for losing concentration.
Can you move this sphere at all once it is cast?
no you cannot move the sphere after the casting of it
Does this stack with the Strong Wind effects detailed in the DMG? https://www.dndbeyond.com/sources/dmg/adventure-environments#Weather That is, would ranged weapons suffer disadvantage on attack rolls if fired from within, through or into the Storm Sphere? I would assume it does, but want to check with others.
I want this to be true but RAW, no. The storm sphere spell never explicitly states that it creates "strong winds", only a "sphere of whirling air". In comparison, control winds, gust of wind, and warding wind can all create areas of strong wind as they specifically mention the term, or in control wind's case, that you can choose the intensity of wind to be "strong". With this in mind, spells only do what they say they do, and since storm sphere doesn't say the winds it creates are "strong winds", we can't assume that they are.
However, since the spell does impose disadvantage on Wisdom (Perception) checks made to listen (just like strong winds do), and the area of the sphere is difficult terrain, I think the argument could be made that the area in the sphere is considered to be strong wind. This would not be RAW, so would be up for discussion with the DM and other players for it to work that way. Consider how much power it adds to the spell that it wouldn't otherwise have, such as its effect on flying creatures and ranged weapon attack rolls.
Not true, sculpt spells state "The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save."
So every time they have to take a saving throw, they succeed, because it states "throws" (multiple)
It states nowhere that it's only at the initial casting of the spell. Also see this reddit post
You're absolutely right, I think I was mixing it with the "Careful Spell" metamagic.
Feel like this is better for the fathomless warlock than summon elemental (water only) is.
Anyone know why Djinni-patron Genie Warlocks don't get this spell?
When a subclass is given additional spells, only spells from the PHB or the book that the subclass is found in are considered. That way you don't have to purchase another book in order to find out what one of your spells does.
I think its supposed to be a unnatural storm - since its structured within a sphere? Like lightning in a bottle, more magic science than natural magic. Though if ya want it for your druid just ask your DM, it's your game. :)
Because Wizards are dumb and only give cool new spells to Wizards and Sorcerers
Why teh hell is the bludgeoning damage at the end of turns. I hate how WoTC actively ensures anything cool is weak