- Casting Time
- 1 action
- Duration
- Concentration, up to 10 minutes
- Range
- Extreme · 1 mile
- Components
- V · S · F
- Saving Throw
- DEX · Half damage.
You tear open the upper atmosphere and bind a storm over a point you choose within range. The storm fills a cylinder with a 200-foot radius that is heavily obscured and is difficult terrain, and ranged attacks cannot cross it. Each creature in the area when the storm forms makes a Dexterity saving throw, taking 20d6 lightning damage on a failed save or half as much on a successful one. On each of your later turns, you can use a bonus action to call a lightning strike on a creature in the area. That creature makes a Dexterity saving throw, taking 8d8 lightning damage on a failed save or half as much on a successful one.
At Higher Levels
| Slot | Effect |
|---|---|
| 10th | Cast as a ritual, the storm lasts 1 hour without concentration and expands to a 1-mile radius. |
The current line
A line opens low and forks. Where you go from here depends on what you took to get here.
- cant Recharge (utility)
- cant Static
- L1 Spark Bolt
- L2 Stun Shot
- L3 Tendril
- L4 Shunt (grounding)
- L5 Thunderbolt
- L6 Cascade
- L7 Barrage
- L8 Gridlock (area-denial)
- L8 Pillar
- L9 Tempest
- L10 Surge
Role
- damage
- control