You channel the energy of the surrounding atmosphere into a rapidly spinning sphere of energy and hurl it towards the target. The type of damage this spell deals, as well as its secondary effect, depends on the active weather, or what elemental plane you’re in when casting the spell (Ask your DM for the weather before casting this spell. Note that weather summoned by other spells count as active weather, and overwrites any normal weather.) Make a ranged attack roll against the target. On a hit, the target takes 6d6 damage of the active type, or 2d6 force damage if no particular weather is active. If this spell misses the initial target, it will travel its full range in the direction it was thrown until it hits something, dealing the appropriate damage. If this spell connects with a target, the target rolls a d10, and if they roll a 1, the respective secondary effect activates, as specified below. This secondary effect lasts for 5 rounds, but a DC 15 CON saving throw is made at the start of every turn, and a success ends the effect immediately.
Harsh sunlight, or in the plane of fire: Fire damage. Secondary effect: the target is set on fire (take 1d4 fire damage at the end of every turn. You also have disadvantage on weapon attack rolls).
Rain, underwater or in the plane of water: Force damage, but fire-based and earth-based targets have Vulnerability applied. Secondary effect: The target’s speed is reduced by 10 ft.
Snowstorm, or in the plane of ice: Cold damage. Secondary effect: the target catches frostbite (take 1d4 cold damage at the end of every turn. You also cannot maintain concentration on any spells).
Sandstorm, or in the plane of earth: Force damage, but fire-based targets, flying targets and ice-based targets have Vulnerability applied. Secondary effect: the target gains one level of exhaustion.
Thunderstorm, or in the plane of lightning: Lightning damage. Secondary effect: the target becomes Paralyzed.
Comments