Chaos Storm
9th-level conjuration
Casting Time: 1 action
Range: 600 feet
Components: V, S
Duration: Concentration, up to 1 hour
A storm of chaotic energy forms in a cylinder that is 100 feet high with a 100 foot radius. It is lightly obscured within the storm, and fierce winds make it difficult to move within; each creature must spend 2 feet of movement per foot moved within the cylinder. Choose ten different spaces within the storm. Centered on each chosen space is a surge which occupies a 15-foot radius cylinder that is 100 feet tall. Roll 2d8 and choose one of the d8s. The number rolled on that die determines the type of surge created centered on that space.
d8 | Effect |
---|---|
1 | A target within the surge when it first appears, which enters or reenters it, or which ends its turn there, takes 1d6 acid damage. In addition, each target within the surge has its AC reduced by 2 until it exits the surge. |
2 | The area under the surge is covered in ice, making it difficult terrain and the area is heavily obscured. Each creature that starts its turn within the surge takes 1d6 cold damage. |
3 | Fire rains down upon the area of the surge. Each target that ends its turn within the squall takes 2d6 fire damage. |
4 | A twister occupies the space of the surge and the area within it is lightly obscured. The first time a creature enters the surge or begins its turn there, it must succeed on a Strength saving throw or be tossed into the air and restrained until the end of its turn. The creature is tossed up 1d4 x 10 feet and falls at the end of its turn. |
5 | Storm clouds appear within the surge. At the end of each of your turns, roll 1d6. Bolts of lightning strike a number of targets within the surge equal to the number rolled, but a target can only be struck once. The highest or tallest targets are struck first. Each bolt of lightning deals 4d6 lightning damage. A creature must make a Dexterity saving throw, and on a success only takes half the damage. In addition, exposed flames, such as a torch, are doused within the surge. |
6 | A toxic miasma pours out within the area of the surge. The area within the surge is covered in magical darkness that suppresses light not created by an 8th level or higher spell slot. It is impossible to breathe within the miasma, and each creature which starts its turn within it must succeed on a Constitution saving throw or take 2d6 poison damage. |
7 | Raw, chaotic psychic energy whirls within the surge. Each creature which ends its turn within the surge takes 1d6 psychic damage and must succeed on a Wisdom saving throw or be blinded and deafened until the end of its next turn as phantom visions cloud its senses. |
8 | Massive pressure builds up in the surge. Each target that begins its turn within the surge must succeed on a Strength saving throw or be restrained until the start of its next turn. A creature which ends its turn within the surge takes 1d6 thunder and damage and is knocked prone if its Strength score is less than 17. |
If you roll the same number on both d8s, choose a creature within the smaller storm. It regains 4d6 hit points or takes 4d6 thunder damage. A creature which succeeds on a Constitution saving throw only takes half the thunder damage.