Level
9th
Casting Time
1 Action
Range/Area
Self (120 ft. *)
Components
V, S, M *
Duration
Concentration 1 Minute
School
Conjuration
Attack/Save
DEX Save
Damage/Effect
Damage (...)

You summon a whirling cloud of dust for the duration of the spell, combining the wrath of the goddess Vaylulai, the movements of Mattiyakan meditation, and the language of the druids. This spell requires an action on each turn to maintain, and takes the shape of a sphere with a radius of 120ft, centered on you. The storm moves with you, so long as you maintain concentration. Creatures with the Beast, Elemental (Earth), and the Plant tag are immune to the effects of this spell (with the exception of the final effect for Plants, and later Beasts). Likewise, you and a number of creatures equal to your spellcasting modifier are immune to these effects.

The storm grows in intensity the closer creatures are to you. There are two layers to the storm, with the second layer having all the features of the first unless specified otherwise.

1st Layer (120ft - 61ft from the caster)

  • Each creature within the dust storm when the spell is first cast, starting their turn in the storm, or entering the storm must succeed on a Dexterity saving throw or take 3d10 bludgeoning damage.
  • The dust makes travel and combat laborious as well. The area becomes difficult terrain, flying speed is halved, and vision becomes heavily obscured beyond 15ft. Attacks are made at disadvantage. While inside of the storm, creatures become deafened by the wind.

2nd Layer (60ft - 0ft from the caster)

  • The damage increases to 6d10 bludgeoning damage.
  • As a bonus action on subsequent turns, you can target a creature in the storm with a focused blast of wind and dust that takes the form of a Beast of your choice. The target must succeed on a Strength saving throw or take 3d8 bludgeoning damage and be knocked prone, or take half damage and not be knocked prone.
  • The storm continually makes the area more tedious. Flying is impossible, and the area becomes heavily obscured beyond 5ft. Ranged weapon attacks are impossible. The wind here serves as a severe distraction for maintaining concentration on spells.

Lastly, upon casting, the storm acts similar to the Plant Growth spell with the 8-hour casting feature. The wind carries the fertile soil beyond the wrath of the storm, causing an area of a mile radius, centered upon the location the spell was first cast upon, to receive enrichment in plant life. For one year, the affected area yields double the crops when harvested, or can support double the natural wildlife for this area. Also for one year, creatures with the Beast and Plant tag who stay in this area for 1 hour receive advantage on all saving throws and temporary hit points equal to your druid level. Any lost temporary hit points regenerate at dawn. Affected creatures lose this benefit when this spell effect fades. It takes 8 hours after the spell is cast for the effects to begin.

* - (A handful of soil, sand, or ash that has been targeted with the Holy Water feature from the Ceremony spell, which the spell consumes)

Spell Tags: Damage Debuff Movement Environment

Available For: Druid (Legacy) Cleric (Legacy) - Nature Domain (Legacy)

Sal_Makes_Magic

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