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Extreme Climate Control Device in Dungeons & Dragons 5e

Extreme Climate Control Device

9-level Conjuration

Casting Time: 1 action
Range/Area: Sight
Components: Verbal, Somatic
Duration: Concentration, Concentration: Up to 1 minute
Upon pointing the weapon at any place in sight and firing, the device sends three rays of energy into the air above that point, causing a churning storm cloud to form centered on that point you fired at, and spreading in a 360 foot radius.   Initially, lightning flashes all across the area, thunder booms, and strong winds begin to roar. Each creature under the cloud (no more than 5000 feet below the cloud) must make a CON saving throw, upon a fail, they take 2d6 Thunder damage and are deafened for five minutes.   Each round you maintain Concentration on utilizing this gadget, additional effects occur:   Round 2. Acidic rain begins to fall from the storm clouds. Each creature and object under the cloud takes 1d6 acid damage.   Round 3. Six lightning bolts fall to strike six separate creatures or objects that you designate on the device. Any given creature or object cannot be struck by more than one bolt. A struck creature must succeed a DEX saving throw or take 10d6 lightning damage. Half as much on a successful saving throw.   Round 4. Hailstones begin to rain down. Each creature under the clouds takes 2d6 bludgeoning damage.   Rounds 5-10. Gusts and freezing rain begin to assail the area beneath the clouds. First, the area becomes difficult terrain and heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks become impossible in this area. Wind and rain act as a severe distraction for any creatures attempting to maintain concentration. Finally, gusts of strong wind (ranging from 20mph to 50mph) disperse any fog, mists, or similar atmospheric phenomena in the area, whether natural or anomalous.
Available for: Internal Security Agent

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