A streak of stormy-blue air flashes from your outstretched finger to a point you choose within range and then bursts into a powerful blast of air that continues to roar for the duration. All creatures within a 10-foot-radius sphere centered on that point must make a Strength saving throw. On a failure, the creature takes 6d6 bludgeoning damage and is pushed 20 feet away from the center of the sphere. If it fails the saving throw by 5 or more, it is also knocked prone.
For the duration, the area is difficult terrain. The roaring winds and stirred-up dust and water droplets also cause the area to be lightly obscured. A creature that ends its turn in that area must succeed on a Strength saving throw. The creature takes 3d6 bludgeoning damage and is pushed 15 feet away from the center of the sphere on a failed save, or half as much damage and isn't pushed away on a successful one. The roaring winds disperse gases or vapors, and extinguishes nonmagical flames in the area.
At Higher levels. When you cast this spell with spell slot of 6th level or higher, the damage for both the initial and secondary damage increases by 1d6 for each slot level above 5th.
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