A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution saving throw or take 2d6 Thunder damage and have the Deafened condition for the duration.
At the start of each of your later turns, the storm produces different effects, as detailed below.
Turn 2. Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid damage.
Turn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity saving throw, taking 10d6 Lightning damage on a failed save or half as much damage on a successful one.
Turn 4. Hailstones rain down. Each creature under the cloud takes 2d6 Bludgeoning damage.
Turns 5–10. Gusts and freezing rain assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.
Nerfing storm of vengeance was not on my 2024 phb bingo card, but I guess here we are.
For comparison, it now has a smaller range(from sight down to a mile), smaller area(360 ft down to 300 feet), and no longer breaks concentration on its final stage.
They did throw it a small none of raising the acid damage from 1d6 to 4d6 but 9th level spell do 6d6 damage in 2 turns isnt actually any better than 3d6. I guess it actually has the ability to beat an objects damage threshold now, but still doesn't do enough to actually start breaking most things you would want this kind of spell to break so no real improvement on that side either.
This is a really lame 9th level spell. Again. 😕
I agree
I mean, the cold damage already imposes concentration checks unless they are immune. And "severe distraction" doesn't really exist in the rules.
The range nerf I get, but I am disappointed in that they nerfed the area tho.
Yeah but now they just need one check vs the two of the previous version (one for damage one for distraction)and they could have easily reworked it like they did sleet storm to make a save or immediately lose concentration.
Just multiply the the dice and radius by 4.
seriously. Compare this to call lightning.
this has 5x the radius but little to no damage. This is great if you need to attack the goblin or humanoid commoner army, but unless your dm is specifically throwing a flimsy army of thousands at the players or a fleet of ships, this spell won’t help much.
ship hulls have a damage threshold and won’t take much damage, but the rough terrain and damage to sailors would be the real use.
Would buffing this spell by making all the effects continuous be too much? For example, the acid rain keeps doing damage in turns 2 through 10, the lightning hits 6 targets every turn, the hailstones do damage in turns 4 through 10, etc. Perhaps the damage could be reduced in subsequent turns but building effects would 1. feel awesome, 2. urge the enemy to break the caster's concentration, 3. progressively reward the caster for not losing concentration.
They could have done this and it would have been relevant
https://www.dndbeyond.com/spells/2657630-storm-of-vengeance-2-0
This spell sucks from a player perspective, but it's pretty fun to kick off a fight as a DM I think. I'd get rid of the concentration, or put it on an item in the area instead. Or maybe spread the concentration between multiple casters like a hag coven.