Level
4th
Casting Time
1 Minute
Range/Area
300 ft.
Components
V, S, M *
Duration
2 Hours
School
Evocation
Attack/Save
None
Damage/Effect

You imbue magical energy in a 50-foot radius, 50-foot-high cylinder centered on a point within range, temporarily changing the weather and environment of the area. Choose from one of the features below.

Cold. Frigid mist and fog fill the area. The area becomes an area of extreme cold, as outlined in the DMG, page 110. Additionally, it is considered lightly obscured, and any number of creatures of your choice may use their action to hide while in the spell’s area.

Heat. The area increases in temperature as heat visibly radiates from the ground. The area becomes an area of extreme heat, as outlined in the DMG, page 110.  Additionally, creatures in heavy armor or creatures particularly unaccustomed to the heat take must make a Constitution saving throw at the beginning of their turn or take a -2 penalty to all attack rolls, ability checks, or saving throws made in the spell's area.

Wind. A gale picks up in the area, in a direction of your choosing. The area becomes an area of strong wind, as outlined in the DMG, page 110. Additionally, flying creatures must make a Strength saving throw at the beginning of their turn while in the area. On a failed save, they crash, taking 4d4 bludgeoning damage and falling prone. This damage increases by 1d4 for each spell slot level above 4th.

Precipitation. Low clouds hang over the area, filling it with rain, snow, or sleet (your choice). The area becomes an area of heavy precipitation, as outlined in the DMG, page 110. Additionally, if you chose sleet, the area becomes difficult terrain as the ground is covered with slick ice, and any creature that takes the Dash action while in the area must make a Dexterity saving throw at the beginning of its movement or fall prone, ending its movement. If you chose snow, it immediately begins accumulating as you begin casting the spell, reaching a maximum height of six inches and making the area difficult terrain for Tiny creatures.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the duration increases half the spell level, in hours. When you cast this spell using a spell slot of 9th level, the spell lasts until it is dispelled.

At Lower Levels. At the time of casting, you may choose to cast this spell at one level lower than what is required for the stated effect. Doing so causes the effected area to also become a wild magic zone, as detailed below.

Wild Magic Zones. While in a wild magic zone, a surge of wild magic can be triggered by anyone who casts a spell (including cantrips) or activates a magical item while inside a wild magic zone. While inside a wild magic zone, you can try to maintain control over a spell and prevent a surge from happening by succeeding on an ability check using your spellcasting ability (no action required). The DC equals 10 + the spell's level. It's impossible, however, to avoid surges caused by the activation of a magic item while inside a wild magic zone.

* - (a pinch of ash, a drop of black ink, and a garnet worth 100 GP)

Previous Versions

Name Date Modified Views Adds Version Actions
9/26/2020 12:06:03 AM
5
0
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Coming Soon
10/2/2020 12:49:25 AM
2
0
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Coming Soon
10/23/2020 10:12:38 PM
7
1
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Coming Soon
10/23/2020 10:15:32 PM
7
1
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Coming Soon

Available For: Wizard (Legacy)

LinearMoss

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