Level
8th
Casting Time
2 Actions
Range/Area
200 ft. (35 ft. *)
Components
V, M *
Duration
3 Rounds
School
Evocation
Attack/Save
DEX Save
Damage/Effect
Slashing (...)

You draw strong winds around the small ball, and slowly increase the speeds of the winds.  The winds start to rapidly accelerate around the orb as the winds grow larger and larger.  The speeds start to accelerate to violent speeds at the end of your first turn, creating a Vortex around you.  The Vortex will shred up all light and medium objects around it(such as vines and branches), and all creatures within a 30ft radius must make a Dexterity Saving Throw or take 3d6 Slashing Damage on a failed saving throw  and be blown 10ft away onto the ground, or half the damage and is pushed back 5ft on a successful one. On your Second Turn the Radius of your Winds greatly increases by 20ft, damage increases by 2d6, knockback increases by 5ft, and all large objects start to get seriously damaged or shredded(Rocks, Trees, etc.).  

On your third turn you compress all the power you've accumulated into the ball, and throw it at a creature.  You can unleash the power in the ball at a target, creating a Devastating and Violent Vortex in a Radius of A minimum of 35ft, up to 50ft.  All creature in the Vortex take 8d6 Slashing Damage on impact, and on the following turns take 4d6 Slashing Damage.  All creatures in the Vortex treat the Terrain as Difficult terrain, and during movement must make a dexterity saving throw or be thrown 30ft in the opposite direction of the Vortex and take 2d4 damage for every 10ft flown until unsafe contact is made with an object.

You can choose the winds to "chase" any creature that is above large, giving the attack advantage and increasing DC by 2.

* - (a tiny or small ball of any material)

Spell Tags: Damage Control

Available For: Druid (Legacy) Sorcerer (Legacy) Wizard (Legacy)

Cold_Calamity

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