Vitality Cost

16 per Turn

Casting Time

1 Action




20 Meters




Con Save
Fire lightning into the sky. It sparks through the air and forms a cloud of crackeling power that strikes foes below.
An electric storm appears in the shape of a cylinder that is 2 meters tall and has a 50-meter radius appears 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 three points under the cloud. Three bolts of lightning flash down from the cloud to strike these points. When one of these bolts strikes the ground, each creature within 1 meter of that point is targeted. Throw 4d10 and divide the resulting lightning damage between the targets. All targets must make a Constitution saving throw. On a failure, they take the entire damage allocated to them and are shocked. On a success, they only take half as much damage and are not shocked. Repeat this for every bolt. A creature can be affected by more than one bolt.
On each of your turns, as long as you maintain concentration, you can use your bonus action to call down three more lightning bolts, targeting the same points or different ones. 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 cost is halved.
Upcast. You may spend an additional 4 Vitality per Turn to increase the damage dealt by 1d10 lightning damage.
Shocked. When a creature is shocked, it loses concentration. A shocked creature can’t take reactions and can only take an action or a bonus action on its turn, not both.
If a shocked creature would be shocked again, it is stunned (see the condition) instead. At the start of its turn, a creature stunned by this effect may attempt a DC 10 Constitution saving throw, ending the stun on a success.
Taking a short or long rest removes the shocked condition.
Stunned. A stunned creature is incapacitated (It can’t take Actions or Reactions), can’t move, and can speak only falteringly. The creature automatically fails Strength and Dexterity Saving Throws and attack rolls against the creature have advantage.

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