PDA

View Full Version : D&D 5e/Next Spell : Hurricane



Goober4473
2016-07-02, 02:07 AM
As part of my attempt to balance dragon sorcerer elements, I've come up with the following 9th level spell. The damage numbers are a best guess so far, since Meteor Swarm deals all of its damage at once and Storm of Vengeance is weird. Any thoughts/math there would be helpful. It may be best to not let it be a druid spell, since it does seem more powerful than Storm of Vengeance.

I also considered making it function only while outdoors, but it felt too limiting for a capstone type spell.

Hurricane
Classes: Druid, Sorcerer
9th-level conjuration
Casting Time: 1 action
Range: 1 mile or 300 feet
Components: V, S
Duration: Concentration, up to 1 hour

You create a howling hurricane of black storm clouds overhead. If you are outdoors, the hurricane spreads outwards in a 1 mile radius, and the clouds occupy the sky at their normal height. If you are not outside, they appear as high up as possible, filling an area 30 feet tall and spreading as far as they can until interrupted or until they would no longer be indoors, up to 300 feet in radius. If the ceiling is not at least 30 feet high, the spell fails. The clouds follow you, keeping you at their center. Should you move inside or outside, the clouds move to the sky or ceiling as if you had cast the spell there.

The clouds block out all light from above, and the area beneath them is filled with strong wind and heavy rain. As described on page 110 of the DMG, strong wind imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks that rely on hearing. The wind also extinguishes open flames, disperses fog, and makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall. Everything within an area of heavy rain is lightly obscured, and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing.

When you cast this spell, you can choose to include an eye of the storm, at least 10 feet and up to 1000 feet in radius. The clouds, wind, and rain do not apply within that radius around you. You cannot target any of the effects below within the eye.

When you cast this spell, and again on each of your turns as an action, you can summon one of the following effects.

Buffeting Wind. Choose a point you can see within range. Each creature within 40 feet of that point must make a Strength saving throw, taking 4d10 bludgeoning damage on a failed save, or half as much on a successful one. A creature that fails its save is also knocked prone and pushed 20 feet in the direction of your choice (but not up). The direction must be the same for all creatures affected each time you use this effect.

Lightning Strike. Choose a point you can see within range. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 8d10 lightning damage on a failed save, or half as much damage on a successful one.

Thunder Clap. Choose a point you can see within range. Each creature within 20 feet of that point must make a Constitution saving throw, taking 6d10 thunder damage on a failed save, or half as much on a successful one. A creature that fails this save is also deafened for one minute. Such a creature can repeat the save at the end of each of its turns, ending the deafening effect on itself on a successful save.