Storm Sphere
4th-level, Evocation

- Casting time: 1 Action
- Range: 150 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
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 dice:2d6|noform|noparens|avg (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 dice:4d6|noform|noparens|avg (4d6) lightning damage.
Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage for each of its effects increases by dice:1d6|noform|noparens|avg|text(1d6) for each slot level above 4th.
Classes: Bard; Fighter (Eldritch Knight); Rogue (Arcane Trickster); Sorcerer; Wizard (Evoker); Wizard
Source: Xanathar’s Guide to Everything p. 166