5e SRD >Spells >

Sky God’s Vengeance

4th-level evocation (cleric, druid, paladin, sorcerer, wizard)

Casting Time: 1 action

Range: 100 feet

Components: V, S, M (an ounce of water)

Duration: Concentration, up to 1 minute

A storm manifests in a 30-foot-radius sphere on a point you can see within range. The storm spreads around corners, and its area is lightly obscured.

Each creature that starts its turn in the storm is affected by the storm. As a bonus action on your turn, you can move the storm up to 30 feet. As an action, you can change the storm from one type to another, such as from a storm of ice to a storm of thunder.

  • Ice Storm. Each creature within the sphere must make a Dexterity saving throw. A creature takes 2d6 bludgeoning damage and 2d6 cold damage on a failed save, or half as much damage on a successful one.
  • Thunder Storm. Each creature within the sphere must make a Constitution saving throw. On a failed save, a creature takes 4d6 thunder damage and is pushed 10 feet in a direction of your choosing. On a successful save, the creature takes half as much damage and isn’t pushed.
  • Lightning Storm. Each creature within the sphere must make a Dexterity saving throw. A creature takes 4d6 lightning damage on a failed save, or half as much damage on a successful one.
  • Wind Storm. Each creature within the sphere must make a Strength saving throw. On a failed save, a creature takes 4d6 force damage and is pushed 10 feet in a direction of your choosing. On a successful save, the creature takes half as much damage and isn’t pushed.
Section 15: Copyright Notice
Thrones & Bones: Norrøngard Player's Guide Copyright 2021 Lazy Wolf Studios Authors: Lou Anders, Jeff Lee, Sarah Madsen, Ben McFarland, and Brian Suskind.