Storm Sphere: Blood and Thunder
Spell Level: 4
School: Evocation
Casting Time: 1 Action
Range: 150 feet
Duration: Concentration, up to 1 minute
Components: V, S
A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.
Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.
Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.
Review by Sam West, Twitter: @CrierKobold
If you’re in the market to level up your character building, two things to consider are how your character is using their concentration, and how they’re using their bonus actions. Sorcerers and wizards in the PHB don’t have a particularly robust list of options for bonus actions, meaning you’re pretty frequently falling back on summoning magic or other really busted spells to support it. If you’re looking for a break from the barrage of endless minions and want something a bit simpler to control that still comes with a good deal of power and uses your bonus action, Storm Sphere is just the thing for you.
At its baseline Storm Sphere is a turret. You get a 20 ft. area swirling death cloud that deals a bit of damage on its own that offers a 60 ft. ranged lighting strike for your bonus action each turn. With just two or three hits (depending on how much damage the sphere itself did) this can quickly rack up decent chunks of damage over longer fights, and can really sell the storm sorcerer fantasy. The sphere itself is difficult terrain, which adds in this fun battlefield control element that won’t always matter, but can end up eating a few actions by forcing dashes in tighter battlemaps.
What I find particularly amusing is comparing this to Arcane Sword. This is 4th level compared to Arcane Sword’s 7th level, does roughly the same damage in a potentially better area with bonus action strikes, AND comes with a cloud of debris, difficult terrain, and damage. If you’re ever thinking about picking up Mordenkainen’s Sword and don’t have Storm Sphere on your sheet, add Storm Sphere. Don’t add Mordenkainen’s Sword.
Storm Sphere is a tried and tested mechanic that usually feels great to use. It won’t slot easily into every build, especially ones dedicated to conjuration or other concentration intensive options, but if you’re looking for a consistent way to use your bonus action while slinging other spells round after round, Storm Sphere can be a great addition to your sheet.
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