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  SWELLING STORM & VARIANTS 
  SWELLING STORM 
  6th-level evocation (Druid, Sorcerer, Wizard) 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  You summon a column of soft rain, mist, and electrified air 
  in a 60-foot-tall cylinder with a 30-foot radius centered on a 
  point you choose within range that lasts until the spell ends. 
  The area is lightly obscured and it must be oriented vertically. 
  Until the spell ends, on each of your turns, you can use an 
  action to strengthen the spell with your magic. If you do, the 
  radius of the area grows by 10 feet for the duration. This 
  cannot extend the radius beyond 60 feet. 
  At the end of each of your turns while the spell lasts, 
  lightning pulses, and each creature in the area must make a 
  Dexterity saving throw. On a failed saving throw, a creature 
  takes 3d8 lightning damage, or 6d8 lightning damage if you 
  cast the spell or used your action to strengthen it this turn. 
  On a successful saving throw, a creature takes half damage. 
  ENCROACHING BLIZZARD 
  6th-level conjuration (Druid, Sorcerer, Wizard) 
  As swelling storm, but the Dexterity saving throw is 
  replaced by a Constitution saving throw and the spell deals 
  cold damage. The rain and mist are icy cold to the touch. 
  PSYCHIC MAELSTROM 
  6th-level illusion (Sorcerer, Warlock, Wizard) 
  As swelling storm, but the Dexterity saving throw is 
  replaced by a Wisdom saving throw, the d8s are replaced by 
  d6s, and.the spell deals psychic damage. The mist is red 
  SOLAR APPROACH 
  6th-level evocation (Druid, Sorcerer, Wizard) 
  As swelling storm, but the Dexterity saving throw is 
  replaced by a Constitution saving throw, the d8s are replaced 
  by d6s, the spell deals radiant damage, and the area is not 
  obscured, but filled with bright light which is sunlight. 
  SPREADING CINDERS 
  6th-level evocation (Druid, Sorcerer, Wizard) 
  As swelling storm, but the spell deals fire damage and also 
  ignites flammable objects in the area that aren't being worn 
  or carried Mist and rain are replaced by ash and cinders. 
  SWELLING ACID STORM 
  6th-level conjuration (Sorcerer, Wizard) 
  As swelling storm, but the d8s are replaced by d6s and the 
  spell deals acid damage. The rain and mist are both acidic. 
  THUNDEROUS CHORDS 
  6th-level evocation (Sorcerer, Wizard) 
  As swelling storm, but the Dexterity saving throw is 
  replaced by a Constitution saving throw, the d8s are replaced 
  by d6s, the spell deals thunder damage, and the area is not 
  obscured This spell can be clearly heard as a rumbling, 
  thumping bass from up to a mile away. 
  Tw:rLIGHTDAWN 
  6th-level necromancy (Sorcerer, Warlock, Wizard) 
  As swelling storm, but the Dexterity saving throw is 
  replaced by a Constitution saving throw, the spell deals 
  necrotic damage, and the area is not obscured, but filled with 
  violet dim light. Und~ad and constructs are immune. 
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/D&D Unleashed/Previews from The Elements & Beyond/D&D Unleashed -- Swelling Storm and Variants (1p0).pdf