As an action, a sphere of thunderous clouds springs into existence centered on a point you choose within 35 meters. The sphere remains for the spell’s duration. A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.
On a failed save, a creature takes 1d6 concussion damage and is deafened until the end of its next turn.
On a successful save, a creature takes half as much damage.
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 18 meters 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 2d6 lightning damage and it can’t take reactions until the start of its next turn.
If you miss by 4 or less, the target takes half as much damage and can still take reactions.
Creatures within 9 meters of the sphere have disadvantage on Perception checks made to listen.
You can increase the lightning damage by 1d6 for each additional mana or psi expended and the concussion damage by 1d6 for every other additional mana or psi expended.