Level
5th
Casting Time
1 Action
Range/Area
150 ft.
Components
V, S
Duration
Concentration
School
Evocation
Attack/Save
DEX Save
Damage/Effect
Damage

Roll 1d6. On a 1, this spell fails and has no effect. Otherwise, 2 corresponds to Fire, 3 to Ice, 4 to Radiance, 5 to Thunder, and 6 to Shit. A storm corresponding to the D6 result appears in a location you choose within range. The storm lasts 1d3 rounds.

  • Fire Storm: Roll 1d10; the area of the storm consists of up to that number of 10-foot cubes, arranged as you wish. Each cube must have at least one face adjacent to the face of another cube unless there is only one cube. Each creature in the area when the storm appears, or at the end of their turn, must make a Dexterity saving throw. It takes (1d8)d10 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If you choose, plant life in the area is unaffected by this spell.
  • Ice Storm: A hail of rock-hard ice pounds to the ground in a 4d8-foot-radius, 4d10-foot-high cylinder centered on a point you choose within range. Each creature in the cylinder when the storm appears, or at the end of their turn, must make a Dexterity saving throw. A creature takes (1d3)d8 bludgeoning damage and (1d6)d6 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
  • Storm of Radiance: A storm of flashing light and raging thunder appears, affecting a 4d3-foot-radius, 4d10-foot-high cylinder centered on a point you can see within range. While in this area, creatures have the Blinded and Deafened conditions, and they can’t cast spells with a Verbal component. Each creature in the cylinder when the storm appears, in the cylinder at the end of their turn, or entering the cylinder for the first time this round, must make a Constitution saving throw, taking (1d3)d8 Radiant damage and (1d3)d8 Thunder damage on a failed save or half as much damage on a successful one.
  • Thunderstorm: A storm of rain, lightning, and thunder appears in a 3d8-foot radius, 3d10-foot-high cylinder centered on a point you choose within range. Exposed flames in the cylinder are doused. Each creature in the cylinder when the storm appears, or at the end of their turn, must make a Strength saving throw. A creature takes (1d3)d6 Lightning damage, (1d3)d6 Thunder damage, and (1d3)d6 Force damage on a failed save, and no damage on a successful one.
  • Shitstorm: A raging shitstorm appears in a 4d4-foot radius, 4d6-foot-high cylinder centered on a point you choose within range. Creatures within the cylinder have the Poisoned condition until they leave it. Creatures within the cylinder when the storm appears, or at the end of their turn, have the Poisoned condition until the end of your next turn; they must also make a Constitution saving throw and take (1d3)d8 Poison damage on a failed save.

Spell Tags: Damage

Available For:

Jono11

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