- Level: 9 (Conjuration)
- Casting time: 1 Action
- Components: V, S
- Range(area): Sight
- attack(save): CON save
- Damage(effect): Acid
- school: Conjuration
- duration: 1 Minute
Storm of Vengeance 5e
Here is a cloud which is called as churning storm cloud and this cloud will form and it is exactly to the centre on a point and it will spread into a radius which has 360 feet. It has different features such as lightning flashes in the area, strong winds roar and thunder booms. In this spell, each and every creature should make a Constitution saving throw when it appears under the cloud. It has different results on a failed saving throw and successful saving throw. On a failed saving throw a creature would take 2d6 thunder damage and is unable to hear or it becomes deafened for 5 minutes.
On Storm of Vengeance 5e spell, you must maintain concentration on each round of it. Automatically the storm will produce additional effects on your turn.
Round2: In this round, an acidic rain will fall from the cloud, under this cloud each and every creature and object would take 1d6 acid damage.
Round3: To strike six creatures or objects which your choice and beneath of the cloud then you have t call six bolts of lightning from the cloud. The creature which has given is struck by one bol but it can’t be struck by more than one bolt. A creature which was struck must make a Dexterity saving throw. The creature would take the damages as 10d6 lighting damages on a failed saving throw and on a successful saving throw, the creature would take half as much damage.
Round4: Each creature which lies under the cloud takes the damage 2d6 bludgeoning damage but this would happen when the Hailstones rainfall from the cloud.
Read This:
Round5-10: The area which was under the cloud will be filled with gusts and freezing rain and the area becomes difficult terrain and it becomes obscured. In this, each and every creature would take damage as 1d6 cold damage. In this area the attacks which are made by ranged weapons are impossible. For the purpose of maintaining concentration on spells the wind and rain count as sever distraction. For this final result, the gusts of strong wind will disperse fog automatically but the wind speed is ranging from the 20 to 50 miles per hour. The wind disperses not only fog but also mists and similar phenomena in the area either mundane or magical.
Cleric Spells | Bard Spells | Druid Spells | Paladin Spells | Ranger Spells | Sorcerer Spells | Warlock Spells | Wizard Spells |