Divine Magic • Core Spell Reference

Storm of Vengeance

By J. M. W. Turner - Museum of Fine Arts, Boston, Public Domain, https://commons.wikimedia.org/w/index.php?curid=2816953, Storm of Vengeance
By J. M. W. Turner – Museum of Fine Arts, Boston, Public Domain, https://commons.wikimedia.org/w/index.php?curid=2816953

This is a legacy spell. The published Pathfinder and 3.5 mechanics appear below; fifth-edition characters use their own edition’s spell list.

Storm of Vengeance at a Glance

Pathfinder 1eLevel 9
D&D 3.5eLevel 9
BrowseCleric spells • Cleric class

Spell Rules

Storm of Vengeance — 5.5e (2024)

This edition has this spell, but it is not on the standard core Cleric spell list. Class, domain, and subclass access follow the source rules. Edition source.

SpellLevel 9 Conjuration (Druid)
Casting TimeAction
Range1 mile
ComponentsV, S
DurationConcentration, up to 1 minute

A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution saving throw or take 2d6 Thunder damage and have the Deafened condition for the duration. At the start of each of your later turns, the storm produces different effects, as detailed below. Turn 2. Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid damage. Turn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity saving throw, taking 10d6 Lightning damage on a failed save or half as much damage on a successful one. Turn 4. Hailstones rain down. Each creature under the cloud takes 2d6 Bludgeoning damage. Turns 5–10. Gusts and freezing rain assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.

Storm of Vengeance — 5e (2014)

This edition has this spell, but it is not on the standard core Cleric spell list. Class, domain, and subclass access follow the source rules. Edition source.

The 2014 rules include the published Player’s Handbook corrections.

Spell9th-level conjuration
Casting Time1 action
RangeSight
ComponentsV, S
DurationConcentration, up to 1 minute

A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes. Each round you maintain concentration on this spell, the storm produces different effects on your turn. Round 2. Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage. Round 3. You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can’t be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. Round 4. Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage. Round 5–10. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.

Storm of Vengeance — Pathfinder 1e

Cleric spell level 9. Edition source.

Schoolconjuration (summoning)
Levelcleric 9, druid 9
Casting Time1 round
ComponentsV, S
Rangelong (400 ft. + 40 ft./level)
Effect360-ft.-radius storm cloud
Durationconcentration (maximum 10 rounds) (D)
Saving Throwsee text
Spell Resistanceyes

You create a huge black storm cloud in the air. Each creature under the cloud must succeed on a Fortitude save or be deafened for 1d4 × 10 minutes. Each round you continue to concentrate, the spell generates additional effects as noted below. Each effect occurs on your turn.

2nd Round: Acid rains down in the area, dealing 1d6 points of acid damage (no save).

3rd Round: You call six bolts of lightning down from the cloud. You decide where the bolts strike. No two bolts may be directed at the same target. Each bolt deals 10d6 points of electricity damage. A creature struck can attempt a Reflex save for half damage.

4th Round: Hailstones rain down in the area, dealing 5d6 points of bludgeoning damage (no save).

5th through 10th Rounds: Violent rain and wind gusts reduce visibility. The rain obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Speed is reduced by three-quarters.

Ranged attacks within the area of the storm are impossible. Spells cast within the area are disrupted unless the caster succeeds on a Concentration check against a DC equal to the storm of vengeance‘s save DC + the level of the spell the caster is trying to cast.

Storm of Vengeance — D&D 3.5e

Cleric spell level 9. Edition source.

SchoolConjuration (Summoning)
LevelDrd 9, Clr 9
ComponentsV, S
Casting Time1 round
RangeLong (400 ft. + 40 ft./level)
Effect360-ft.-radius storm cloud
DurationConcentration (maximum 10 rounds) (D)
Saving ThrowSee text
Spell ResistanceYes

This spell creates an enormous black storm cloud. Lightning and crashing claps of thunder appear within the storm. Each creature beneath the cloud must succeed on a Fortitude save or be deafened for 1d4x10 minutes.

If you do not maintain concentration on the spell after casting it, the spell ends. If you continue to concentrate, the spell generates additional effects in each following round, as noted below. Each effect occurs during your turn.

2nd Round: Acid rains down in the area, dealing 1d6 points of acid damage (no save).

3rd Round: You call six bolts of lightning down from the cloud. You decide where the bolts strike. No two bolts may be directed at the same target. Each bolt deals 10d6 points of electricity damage. A creature struck can attempt a Reflex save for half damage.

4th Round: Hailstones rain down in the area, dealing 5d6 points of bludgeoning damage (no save).

5th through 10th Rounds: Violent rain and wind gusts reduce visibility. The rain obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Speed is reduced by three-quarters.

Ranged attacks within the area of the storm are impossible. Spells cast within the area are disrupted unless the caster succeeds on a Concentration check against a DC equal to the storm of vengeance’s save DC + the level of the spell the caster is trying to cast.

Rules Sources and Licensing

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