Storm Sphere
2014 Rules
- Level & School
- 4th-level evocation
- Casting Time
- Action
- Range
- 150 feet
- Components
- V, S
- Duration
- Concentration, 1 minute
- Classes
- Sorcerer, Wizard
- Source
- Xanathar's Guide to Everything
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.
Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 5th level or higher, the damage for each of its effects increases by 1d6 for each slot level above 4th.
Storm Sphere 5.5e 2024 vs. 5e 2014 edition differences
Storm Sphere is currently only available in the 2014 edition.
Storm Sphere popularity
How popular is Storm Sphere? It is a seldom seen spell in the game, and it is almost never chosen when available. This spell is one that few spellcasters would ever acquire.
- Bottom 25% picked level 4 Sorcerer spell
- Bottom 25% of all 5e spells
- Bottom 25% of all level 4 spells
- Bottom 25% picked level 4 Wizard spell
Read about how this popularity data is calculated.
Spells similar to Storm Sphere
Moonbeam 2nd-level evocation
Like Storm Sphere, it controls a zone for the whole fight and punishes enemies that stay inside it.
Players prefer Moonbeam over Storm Sphere
Call Lightning 3rd-level conjuration
It also creates an area hazard that keeps hurting creatures over time while letting you spend actions each round to add more damage.
Players prefer Call Lightning over Storm Sphere
Wall of Fire 4th-level evocation
It shares the same kind of sustained area denial, forcing enemies to think twice about moving through or lingering nearby.
Players prefer Wall of Fire over Storm Sphere
Flaming Sphere 2nd-level conjuration
Both are concentration spells that turn part of the battlefield into a persistent threat and reward repeated bonus-action pressure.
Players prefer Flaming Sphere over Storm Sphere
Sickening Radiance 4th-level evocation
This one likewise fills an area with a lingering effect that damages creatures repeatedly and makes the space dangerous to occupy.
Players prefer Sickening Radiance over Storm Sphere