CALL LIGHTNING

Conjuration Level 3

STANDARD

Casting Time 1 action
Range 120 feet
Components V, S
Duration Concentration, up to 10 minutes

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).

When you cast the spell, choose a point you can see under the cloud. 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 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.

If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.

At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.

Spell Variants & Exotic Components – level 3
Add-on for D&D 5e.
Enhanced spell effects with exotic spell material components.
The layout is made with TheHomebrewery CSS code.
Just have a look at the preview!

SPELL VARIANT #1

Casting Time 1 action
Range 120 feet
Components V, S, M
Duration Concentration, up to 10 minutes

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can’t see a point in the air
where the storm cloud could appear. When you cast the spell, 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 3d12 lightning damage on a failed save, or half as much damage on a successful one. On each of your turn until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.

If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d12.

At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d12 for each slot level above 3rd.

Components. Flask of air from the Elemental Plane of Air.