Level
5th
Casting Time
1 Minute Ritual
Range/Area
Self (90 ft. )
Components
V, S, M *
Duration
Concentration 10 Minutes
School
Transmutation
Attack/Save
None
Damage/Effect

Using your body as the conduit, you channel the primordial magics of storm to share its potential with your nearby allies. 

While this spell is active, any creature of your choice within range centered on yourself may utilize the following effects when they cast a spell, based on the school of magic used.

  • Abjuration: If the spell cast requires the rolling of dice for damage, healing or an ability check, add your Spellcasting Modifier to the total. 
  • Conjuration: If the spell cast is teleportation, each creature within 10 feet of the space left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. If the spell cast is summoning a creature, each creature within 10 feet newly-summoned creature(s) must make a Dexterity saving throw, taking 3d10 lightning damage on a failed save, or half as much damage on a successful one. 
  • Divination: The range of all effects granted by the spell range becomes "all area visible by the sky", and the activation range of the spell becomes equal to the effective range of the relevant instance of Caterwaul.
  • Enchantment: If the target of the spell succeeds their saving throw, they take 2d12 lightning damage and must make a Strength saving throw. On a failure, they are knocked prone and launched backwards 10 feet if they are size Large or smaller. 
  • Evocation: The damage type of the spell is changed to either Thunder or Lightning and ignores resistance to either damage type. 
  • Illusion: If the spell creates a visual phenomenon that effects an area, creatures that enter that area  suffer the Blinded and Deafened condition. If the spell would make a creature invisible, it instead doubles their movement speed and grants them half cover for the duration.  
  • Necromancy: If the spell would revive a creature from death or summon a creature, the effected creature gains temporary HP equal to 3d10+Spellcasting Modifier. While this temporary HP is active, the creature gains resistance to Lightning damage, an extra 2d6 Lightning damage to all melee attacks, and a special reaction: Retributive Arc. Trigger: when a creature you can see within 150 feet deals damage to you. You can deal Lightning damage equal to the remaining temporary HP to the triggering creature. Your remaining Temporary HP are consumed in the process.
  • Transmutation: If the spell has a casting time of 1 Action, it may be cast using a Bonus Action instead.

For each use of Caterwaul, make a Constitution saving throw to maintain Concentration with a DC of 10. For each additional use, the DC raises by 1. This value resets to 10 at the beginning of your turn. 

If there is already a storm above, the casting time for this spell becomes 1 Action. This spell can only be cast outdoors. 

Using a Higher-Level Spell Slot. The range of this spell increases by 30 feet for each spell slot above level 5. 

* - (an arcane focus forged by either salt, stone, or sky)

Available For: Druid Sorcerer

DantePiro

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