a large tornado appears, so large that it can destroy small structures and houses, all who are caught in its way are swept up and all creatures below the size of large are immediately pulled in, those large or bigger can make a strength saving throw equal to the casters spell save dc, if you get in its way again or stay in the tornado for a small amount of time you will have to roll to remain out of the tornados grasp again. If you are caught you must then roll a d100 to decide your fate, you must do so every turn until you can get out by passing a strength check equal to the casters save dc. All ranged attacks going into the tornado are at disadvantage. On the casters turn, the tonado can be moved thirty feet in any direction except upward, meaning it cannot go into the open air
1-15: you are hit a small object, take 2d8 damage
16-30: a large object hits you, take 6d8
31-45 you are shot out the side taking 4d8 damage and are now about 20 feet away from the tornado
46-60: you are shot out the top and take 12d6 fall damage (dms ruling on damage if the spell is used somewhere indoors that couldn't be destroyed like a cave or underwater), you are now 20 feet from the tornado
61-75: you become disorientated and have disadvantage on your next saving throw
76-85: the air is sucked out of your lungs and you fall unconscious for a round, you lose you next turn
86-100: you grab a hold of something and have advantage escaping the tornado only for your next turn
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