Casting Time: 1 action
Range: 120 ft (60 ft
*)
Components: V, S
Duration: Concentration
, up to 10 minutes
Damage Type: Lightning
Save: Dexterity
A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).
When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.
If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.
When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.
Verbal Component:
Voca Fulmen Oppugno
Verbal Component (Alternative):
I summon forth a storm so frightening, calling down tendrils of lightning.
Class: Druid
Domain: Air, Tempest, Weather
Tags: Combat, Damage
Source: Player's Handbook [5th Edition] (page 220)
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Other Planes and Effects
Below is information about this spell as it relates to other planes and area of effects (i.e. underwater). Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to handle spell effects.
Underwater - Verbal Component
Official rules have been verified by Jeremy Crawford - "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath." Hence, while submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component. After casting the spell, if the creature can't breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).
Underwater - Lightning Effects
None of the lightning spells mention water interaction in any way. In addition, the section in the PHB about underwater combat (pg. 198) doesn't mention anything about lightning spells behaving differently in water. So officially, there are no rules amplifiying or diminishing the spell effects. In addition, Jeremy Crawford has made a comment regarding a fireball in water that relates to this subject, "Nothing in the rules causes a fireball to vaporize water. Magic ≠ physics. DMs may apply whatever magical/scientific logic they like."