Tempest's Storm Spells Updated: April 28, 2019

Tempest of the Lakes Tempest of the Lakes was a wizard that grew up in a land filled with lakes and stormy weather. In his travels, he discovered lands that did not get to experience the majesty of great storms or the music of rolling thunder. Wanting to remedy that, he set out to study with druids that could shape weather and with wizards known to hurl lightning. Tempest's spells of the storms were traded for more knowledge, and from there were learned by other wizards. In these days, they are often wielded by wizards with a desire for attention or those that wish for a druid's connection to the sky without having devoting themselves to a deity. This document contains a collection of spells created by Tempest of the Lakes. Originally made for 3rd Edition D&D, they've now been updated and expanded upon to work with 5th Edition. Source: The World of Aenea Spell Lists Wizard Spells 1st Level Tempest's Dagger of Sparks

Tempest's Shielding Wind

Tempest's Thunderstaff 2nd Level Tempest's Lightning Fog 3rd Level Tempest's Hammer of Thunderbolts

Tempest's Thunderclap 4th Level Tempest's Rolling Thunder

Tempest's Static Attraction 5th Level Tempest's Living Battery

Tempest's Microburst

Tempest's Sheet Lightning

Tempest's Stormshield 6th Level Tempest's Protective Gale 7th Level Tempest's Control Winds 9th Level Tempest's Stormcall

Tempest's Tornado The spells found here may be suitable for use by other classes. Feel free to add them where you think appropriate for your game.

Spell Descriptions

Tempest's Control Winds 7th-level transmutation Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S, M (an ornate hand fan worth at least 100 gp)

V, S, M (an ornate hand fan worth at least 100 gp) Duration: Concentration, up to 1 minute You sieze control of the movement of air within a 100 feet of you. With this control, you can replicate other spells (at their lowest spell slot level) or create other effects that fit within the area. You may use this control for any of the following effects during the spell's duration without using additional spell slots. Starting an effect ends any previous effects.



As an action you can:

surround a creature with tempest's shielding wind



create a gust of wind



move yourself as if under the effects of fly



move another creature as if using telekinesis



change the direction of existing wind or wind spells



change the speed of existing wind or wind spells As a reaction you can:

push attacks away using shield



cause a fire or gas breath weapon attack to leave a 10' radius sphere untouched



protect yourself and others as if you cast feather fall

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Tempest's Dagger of Sparks 1st-level evocation Casting Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: 10 minutes You create a dagger that appears to be made from solidified clouds. You may wield this as if it were a normal dagger, though you may use your spellcasting ability modifier for attacks with it if you wish. On a hit, the dagger inflicts 1d4 points of lightning damage instead of piercing damage. If you throw the dagger or release it from your grasp, it reappears in you hand at the start of your next turn. If another creature attempts to hold this dagger, that creature suffers 1d4 points of lightning damage when it first touches the weapon. You can end this spell early as a bonus action. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, strikes with the dagger inflict an additional 1d4 points of lightning damage for each slot level above 1st.

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Tempest's Hammer of Thunderbolts 3rd-level evocation Casting Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: 10 minutes You create a maul that appears to be made from solidified clouds shot through with flickering arcs of lightning. You may wield this as if it were a normal maul, though you may use your spellcasting ability modifier for attacks with it if you wish. You are proficient in its use. On a hit, the maul inflicts 2d6 points of lightning damage and 2d6 points of thunder damage. If you release it from your grasp, it reappears in you hand at the start of your next turn. If another creature attempts to hold or wield this maul, that creature suffers 2d6 points of lightning damage when it first touches the weapon. You can end this spell early as a bonus action. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, strikes with the maul inflict an additional 1d6 points of thunder damage for each slot level above 3rd.

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Tempest's Lightning Fog 2nd-level evocation Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S, M (a twig from a tree struck by lightning)

V, S, M (a twig from a tree struck by lightning) Duration: Concentration, up to 1 minute You create a billowing fog cloud in a 10-foot high, 30-foot radius cylinder. It spreads around corners. The fog is not quite dense enough to block vision through it, and a multitude of tiny lightning bolts cascade through the fog. When the fog first appears, and at the start of each of its turns, a creature within the fog must make a Constitution saving throw. The target creature suffers 2d6 points of lightning damage and it is unable to take reactions until the start of its next turn. If it succeeds on the saving throw, it suffers half as much damage and is otherwise unaffected. The fogs vanishes early if wind of moderate or greater speed (at least 10 miles per hour) disperses it. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by an additional 1d6 for each slot level above 2nd.

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Tempest's Living Battery 5th-level transmutation Casting Time: 1 action

1 action Range: Self

Self Components: V, S, M (a glove heavily laced with copper wire)

V, S, M (a glove heavily laced with copper wire) Duration: 1 minute You turn yourself into a repository for lightning magic for 1 minute. As a reaction when you see a lightning spell passing within 60 feet of you, as long as that spell's range is not touch, you may harmlessly pull the entire spell into yourself. As an action, you may release the spell as if you had cast it yourself. The spell slot level and saving throw DC are those of the original caster, but you determine the new point of origin and target(s). Any damage the spell causes is half the amount that the original spell would have inflicted. You may absorb a spell of 4th level or lower, and can hold only one lightning spell at a time. Your pulling of the spell into yourself prevents it from affecting anyone at that time. If you do not release the spell before tempest's living battery ends, you suffer the full damage from the absorbed spell. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you may absorb lightning spells of one level lower than the slot used.

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Tempest's Microburst 5th-level evocation Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S, M (a small white alabaster or marble sphere)

V, S, M (a small white alabaster or marble sphere) Duration: 8 hours You create a brief, intensely powerful burst of downward-moving air in a 20-foot radius, 60-foot high cylinder. Each creature in the area must make a Strength saving throw. The sever buffeting and crushing force of the wind deals 8d8 points of bludgeoning damage to each creature within the area and knocks any affected creature prone. Creatures that succeed on the saving throw suffer half the damage and are not knocked prone. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

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Tempest's Protective Gale 6th-level conjuration Casting Time: 1 action

1 action Range: Self

Self Components: V, S, M (a glass sphere etched with swirled wind designs, worth at least 100 gp)

V, S, M (a glass sphere etched with swirled wind designs, worth at least 100 gp) Duration: Concentration, up to 1 minute You bring into being vast quantities of air and wind, which move away from you in all directions with incredible force. The wind fills a 40-foot radius sphere centered on you, though a calm 10-foot radius "eye" remains around you. The effect moves with you and remains centered on you. Creatures and objects of Large size or smaller must make a Strength saving throw or be pushed away from you until they are outside the spell's area. Ranged attacks with physical objects (such as ammuntion, hurled weapons, or magic that creates or moves physical objects) cannot pass through the wind. The wind-filled space is difficult terrain for any creature, and any creature of any size attempting to move closer to the center must succeed on a Strength check against your spell save DC or be unable to progress. Failing two such checks in a row means the creature is pushed to the outside of the spell.

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Tempest's Rolling Thunder 4th-level evocation Casting Time: 1 action

1 action Range: Self

Self Components: V, S, M (a round chime)

V, S, M (a round chime) Duration: Concentration, up to 3 rounds You send shockwaves of thundering sound that expand outward around you, damaging enemies in a 20-foot radius sphere. To those outside the area of effect, it sounds like rumbling thunder that gradually decreases in volume until it's gone. Each creature of your choice that you can see within the area must make a Dexterity saving throw. Each target suffers 6d6 points of thunder damage, or half of that with a successful saving throw. The following turn, the sound again fills the area, targets make another Dexterity saving throw, and the spell inflictings 4d6 points of thunder damage or half that with a successful saving throw. This repeats again the following turn, with the spell inflicting 2d6 points of thunder damage on a failed save or half with success. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell inflicts an additional 2d6 points of thunder damage and lasts for 1 additional round for each slot level above 4th.

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Tempest's Sheet Lightning 5th-level evocation Casting Time: 1 action

1 action Range: Self (60-foot cone)

Self (60-foot cone) Components: V, S, M (an ornate hand-held fan with copper spines, worth at least 100 gp)

V, S, M (an ornate hand-held fan with copper spines, worth at least 100 gp) Duration: Instantaneous You cause crackling lightning to spread out in a thin sheet in front of you. Each creature and object in a 60-foot cone that is touched by the lightning must make a Constitution saving throw. It takes 8d6 lightning damage and cannot use reactions until the start of its next turn. On a successful saving throw it takes half as much damage and is otherwise unaffected. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by an additional 1d6 for each slot level above 5th.

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Tempest's Shielding Wind 1st-level abjuration Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S, M (a flight feather from any type of bird)

V, S, M (a flight feather from any type of bird) Duration: Concentration, up to 1 minute You create a spiraling vortex of rapidly moving air which surrounds the target creature. The rapidly swirling air pushes attacks away from the target, granting it a +2 bonus to AC against ranged weapon attacks and a +1 bonus to AC against all other attacks.

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Tempest's Static Attraction 4th-level transmutation Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S, M (two copper coins, which the spell consumes)

V, S, M (two copper coins, which the spell consumes) Duration: Concentration, up to 1 hour A creature you can see within range must make a Charisma saving throw. If it fails, it is cursed to attract lightning to itself. Any lightning spell or ability with a range or area other than touch that passes within 60 feet of the creature sends a fork out to strike the creature. The target creature is affected as if it were targeted or in the spell's normal area of effect. If the target creature is already in the normal area of effect or is the target of the lightning, it has disadvantage on any saving throw against that lightning and does not benefit from any resistance to lightning. Each time the target takes lightning damage, it makes a new Charisma saving throw against this spell. If the saving throw succeeds, the spell ends.

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Tempest's Stormcall 9th-level transmutation Casting Time: 10 minutes

10 minutes Range: Self (5-mile radius)

Self (5-mile radius) Components: V, S, M (diamond dust worth at least 100 gp, which the spell consumes)

V, S, M (diamond dust worth at least 100 gp, which the spell consumes) Duration: 8 hours You cause local weather conditions to almost immediately change for the worse. This results in a violent storm forming with unnatural speed and continuing in place for an unusual amount of time. While the storm is caused by magic, its effects are natural and appropriate for the area, climate, and season (storm winds and torrential rain, driving hail or sand, or blizzard). When you finish casting, a storm starts immedately at full strength with no build-up time. After the storm begins, you cannot control any of its effects through this spell. The storm can be influenced by use of the control weather spell. The storm stays at its current location for 8 hours, at which point it ends as quickly as it began and the clouds clear within minutes. This spell cannot be cast while indoors, underground, or anyplace where you are not under open sky or trees.

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Tempest's Stormshield 5th-level abjuration Casting Time: 1 action

1 action Range: Self

Self Components: V, S, M (a polished hollow metal sphere at least 3 inches in diameter)

V, S, M (a polished hollow metal sphere at least 3 inches in diameter) Duration: Concentration, up to 1 hour You create a 10-foot radius sphere of protection centered on you. This magical shell protects all those within from any and all harmful weather-related effects, ranging from precipitation to lightning to high winds and flying debris. It protects those inside whether the source is magical or natural. Such weather effects pass harmlessly around the outside of the spell, continuing on their original path if possible.

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Tempest's Thunderclap 3rd-level evocation Casting Time: 1 action

1 action Range: Self (60-foot cone)

Self (60-foot cone) Components: V, S, M (a piece of white cloth)

V, S, M (a piece of white cloth) Duration: 1 minute You bring your hands together and release an intense thunderous clap. Each creature in a 60-foot cone in front of you must make a Strength saving throw. A creature or object takes 8d4 thunder damage and is knocked prone. On a succesful save, a creature takes half as much damage and is not knocked prone. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by an additional 1d4 for each slot level above 3rd.

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Tempest's Thunderstaff 1st-level evocation Casting Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: 10 minutes You create a quarterstaff that appears to be made from solidified clouds. You may wield this as if it were a normal staff, though you may use your spellcasting ability modifier for attacks with it if you wish. On a hit, the quarterstaff inflicts 1d6 points of thunder damage instead of bludgeoning damage (1d8 if wielded with two hands). If you release it from your grasp, it reappears in you hand at the start of your next turn. If another creature attempts to hold this staff, it suffers 1d6 points of thunder damage when it first touches the weapon. You can end this spell early as a bonus action. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, strikes with the quarterstaff inflict an additional 1d6 points of thunder damage for each slot level above 1st.

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