You inherit the spells at each indicated sorcerer level in the Storm Sorcery Spells table as sorcerer spells.
You can speak, read, and write Auran.
You can take the Magic action to gain a flying speed equal to your walking speed that lasts until the end of the turn and ignores any Attack action taken as a reaction against you. Moreover, you are imbued with the feather fall spell as a sorcerer spell.
You gain resistance to lightning and thunder damage. As a level 18 sorcerer, you gain immunity to lightning and thunder damage instead. Moreover, when you cast a level 1 spell or higher that deals lightning or thunder damage, you can cause a number of creatures equal to your Charisma modifier that is within 5 feet of the target or the area of effect of the spell to also be affected by the spell.
If it is raining, you can take the Magic action to cause the rain to stop falling in a 300-foot-radius sphere centered on you. You can end this effect.
If it is windy, you can take the Magic action each round to choose the direction that the wind blows in a 300-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind, but it disperses gas or vapor, and extinguishes candles, torches, and similar unprotected flames in the area, and also causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
When a creature within 30 feet of you hits you with an attack, you can take the Magic action as a reaction to deal lightning or thunder damage (choose when you take the reaction) to the attacker equal to 2d8 + your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you. The damage increases by 1d8 as a level 14 (3d8) and 18 (4d8) sorcerer.
You gain a flying speed equal to your walking speed. Moreover, you can take the Magic action, choose a number of creatures equal to half your sorcerer level that you can see within 30 feet of you, and expend a number of sorcery points equal to the number of creatures you choose to grant each chosen creature a flying speed equal to your flying speed that lasts for 8 hours.
When a creature targets you with an effect that deals lightning or thunder damage, you can take the Magic action as a a reaction to convert the damage into an aura. Until the end of your next turn, you can take the Magic action to end the aura, allowing you to forgo rolling the damage die of any spell you cast that deals lightning or thunder damage, to deal the maximum roll instead. If the spell you cast targets the creature who targeted you on the previous turn, you have advantage on the spell attack roll or the creature has disadvantage on the saving throw to resist the spell's effect.
When a creature deals lightning or thunder damage against you, you can take the Magic action as a reaction to halve the damage and create an aura (30 feet). Until the end of your next turn, when you cast a spell that deals lightning or thunder damage, you can take the Magic action to end the aura and forgo rolling the damage of the spell to deal its maximum possible instead. If you target the creature that