Storm Of Vengeance
- Level: 9
- School: Conjuration
- Class: Druid
- Casting Time: Action
- Range: 1 mile
- Components: V, S
- Duration: Concentration, up to 1 minute
A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution saving throw or take 2d6 Thunder damage and have the Deafened condition for the duration.
At the start of each of your later turns, the storm produces different effects, as detailed below.
Turn 2. Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid damage.
Turn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity saving throw, taking 10d6 Lightning damage on a failed save or half as much damage on a successful one.
Turn 4. Hailstones rain down. Each creature under the cloud takes 2d6 Bludgeoning damage.
Turns 5-10. Gusts and freezing rain assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.
Tactical Usage
Ultimate Area Devastation. Storm of Vengeance represents the pinnacle of area denial magic, delivering sustained elemental destruction across a massive 300-foot radius.
Escalating Damage Pattern. The spell follows a precise turn-by-turn escalation of effects, allowing strategic positioning and timing considerations throughout its duration.
Battlefield Control Mastery. The final phase creates permanent difficult terrain and heavy obscuration, fundamentally altering the tactical landscape for extended combat encounters.
Spell Combinations
Concentration Protection. Combining with defensive magic ensures the caster maintains concentration throughout the spell's devastating sequence of effects.
Positioning Enhancement. Using alongside movement magic enables optimal caster positioning to avoid the storm's area while maintaining effectiveness.
Escape Route Planning. Pairing with teleportation or travel magic provides contingency options for repositioning when the spell's area becomes tactically disadvantageous.
Material Component Details
Verbal and Somatic Focus. The spell requires only verbal and somatic components, eliminating material component dependencies for this ultimate conjuration effect.
Gesture Complexity. The somatic component likely involves dramatic gestures befitting the spell's massive scale and elemental fury.
Incantation Power. The verbal component presumably includes powerful words of command to summon and direct the supernatural storm system.
Creator Notes
Encounter Finale Magic. Storm of Vengeance serves as excellent climactic magic for high-level encounters and dramatic story moments.
Environmental Transformation. The spell permanently alters battlefield conditions, requiring consideration of ongoing tactical implications.
Damage Type Diversity. The spell delivers thunder, acid, lightning, bludgeoning, and cold damage, making resistance strategies challenging.
Environmental Interactions
Massive Area Coverage. The 300-foot radius creates area effects larger than most encounter spaces, potentially affecting entire battlefields.
Weather System Creation. The spell generates actual weather phenomena that interact with existing environmental conditions.
Terrain Modification. The final phase creates lasting difficult terrain that persists for the remainder of the spell's duration.
Common Rulings & Clarifications
Progressive Effect Timing. Each turn's effects occur at the start of the caster's turn, following the precise sequence outlined in the spell description.
Target Selection Control. On turn 3, the caster chooses the six targets for lightning bolts, allowing tactical selection of priority threats.
Area Effect Coverage. All creatures and objects under the cloud are affected by applicable effects, regardless of size or creature type.
Concentration Requirement. Losing concentration ends the spell immediately, stopping all ongoing effects and weather phenomena.
Alternative Applications
Siege Warfare Tool. The massive area and sustained effects make the spell excellent for breaking fortifications and dispersing large military formations.
Environmental Cleanup. The diverse elemental effects can clear hostile terrain features or eliminate environmental obstacles across vast areas.
Dramatic Weather Creation. The spell provides ultimate weather control for narrative purposes requiring supernatural storm phenomena.
Related Spells
Conjuration Weather Magic. The spell represents the ultimate expression of weather-controlling conjuration magic at the highest spell levels.
Area Devastation Comparison. Various high-level spells create area effects, while Storm of Vengeance provides sustained multi-turn destruction.
Druid Capstone Magic. The spell exemplifies druidic mastery over natural forces and elemental phenomena at peak magical power.
Scaling Analysis
Level 9 Exclusivity. Storm of Vengeance cannot be upcast, representing fixed ultimate magical power at the highest available spell level.
Campaign Climax Utility. The spell maintains maximum impact throughout high-level play as encounter-defining magic.
Resource Investment Value. The 9th-level slot represents maximum magical investment, reserved for the most critical strategic moments.
Narrative Flavor
Elemental Fury Manifestation. The storm should appear as supernatural weather phenomena beyond natural meteorological possibilities.
Progressive Intensification. Each turn's effects should build dramatically, creating escalating environmental chaos and elemental destruction.
Divine Wrath Aesthetic. The spell should convey the impression of nature's ultimate retribution unleashed through druidic magical mastery.