Storm of Vengeance

Level & School
9th-level conjuration
Casting Time
Action
Range
1 mile
Components
V, S
Duration
Concentration, up to 1 minute
Classes
Druid

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.

Level & School
9th-level conjuration
Casting Time
Action
Range
Sight
Components
V, S
Duration
Concentration, 1 minute
Classes
Druid

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.

Storm of Vengeance 5.5e 2024 vs. 5e 2014 edition differences

The 2024 version has a range of 1 mile versus sight in 2014, and a longer duration ("up to 1 minute"). It introduces multiple effects over turns: acid rain (4d6), lightning bolts (10d6), hail (2d6), and cold damage (1d6), with additional terrain and visibility restrictions. The initial damage and save mechanics are similar.