Level
3rd
Casting Time
1 Action
Range/Area
60 ft.
Components
V, M *
Duration
Concentration 1 Minute
School
Evocation
Attack/Save
STR Save
Damage/Effect
Control (...)

Up to three whirlwinds rise up from points that you can see on the ground within range. Each whirlwind is 20ft high and occupies a 5ft square. Until the spell ends, you can use your action to move each whirlwind up to 30 feet in any direction along the ground. A whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

A creature must make a Strength saving throw the first time on a turn that it enters a whirlwind or that a whirlwind enters its space, including when the whirlwinds first appear; a creature can choose to fail this saving throw if it wishes. A  Medium or smaller creature that fails the save is pulled to the top of the whirlwind and carried by it. A creature carried by the whirlwind has disadvantage on attack rolls and ability checks and must make a Dexterity save at the start of its turn to avoid being hit by the debris. On a failed save, it takes 1d4 bludgeoning damage. The creature moves with the whirlwind until it uses its movement to escape the whirlwind or the spell ends or the whirlwind is dispelled. Unless the creature has some means to stay aloft, it then falls.

Arrows, bolts, and other ordinary projectiles launched at targets behind whirlwinds are sucked up and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.)

You can dispel any number of whirlwinds at any time, with no action required.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can create an additional whirlwind for each slot level above 3rd.

* - (a handful of dust)

Spell Tags: Damage Control

Available For: Druid (Legacy) Sorcerer (Legacy) Wizard (Legacy) Cleric (Legacy) - Tempest Domain (Legacy)

Trapture

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