Tempest (5e Spell)
From D&D Wiki
9th-level Conjuration | |
Casting time: | 1 minute |
---|---|
Range: | Sight |
Components: | V S |
Duration: | Concentration Up to 1 minute |
This is basically a buffed version of the storm of vengeance Spell
A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 3d6 thunder damage and becomes Deafened for 5 minutes.
Each round you maintain Concentration on this spell, the storm produces additional effects on Your Turn. These effects are cumulative over each round (ex. Round 2 Deafen and Acid Rain. Round 3, Deafen, Acid Rain, and Lightning, etc).
Round 2: Acidic rain falls from the cloud. Each creature and object under the cloud takes 2d6 acid damage. This acid melts through most basic materials like Wood or Thatch.
Round 3: You call eight bolts of lightning from the cloud to strike eight creatures or Objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. Alternatively, You can strike one target with up to four bolts, each additional bolt adds 2d6 to the damage. This effect can only trigger once every 2 turns after the initial round (ex. 3, 5, 7, 9).
Round 4: Hailstones rain down from the cloud. Each creature under the cloud takes 3d6 bludgeoning damage.
Round 5-10: Gusts and freezing rain assail the area under the cloud. the area becomes difficult terrain and is heavily obscured. Each creature there takes 2d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on Spells. Finally, gusts of strong wind (ranging from 40 to 90 miles per hour) automatically disperse fog, mists, and similar phenomena in the area whether mundane or magical.
Back to Main Page → 5e Homebrew → Spells → Druid Back to Main Page → 5e Homebrew → Spells → Wizard