Level
3rd
Casting Time
1 Action
Range/Area
Self 60 ft.
Components
V, S
Duration
Concentration 3 Minutes
School
Evocation
Attack/Save
None
Damage/Effect
Combat (...)

You create a twister on ground that you can see within 60 feet of yourself, choosing which twister variant you want to summon. Until the spell ends, a magic twister fills a 10x10 foot wide and 25 foot tall area. Starting at 5th level, you can use an action to dispel the twister early without ending the spell, leading to a lingering effect; the lingering effect still ends when the spell does. Starting at 7th level, this can be done with a bonus action.

Tornado. You create a tornado composed of strong winds. Any creature large, medium, or small in the tornado's space when you cast the spell must make a strength saving throw, being pushed 20 feet away on a failed save, and half as much as a successful one. A creature of those sizes must also make the saving throw when it moves into the tornado’s space for the first time on a turn or ends its turn there.

The tornado puts out any nonmagical flames that pass through it, as well as the bonfire created by the create bonfire spell. When a creature attempts to cast a fire spell through the twister, the creature must make a wisdom save against your spell save DC, and the spell is dispelled on a failure. A creature trying to use a ranged attack through the tornado have disadvantage on the attack roll. Tiny creatures get swept into the tornado, becoming restrained and brought with the twister as it moves until the spell ends or if freed.

As a bonus action, you can move the tornado up to 25 feet. It must stay on solid ground.

Lingering Effect: Wind Push. When you dispel the tornado without ending the spell, wind blows in a direction of your choice for an area of 30x30x30 area, centered on where the tornado was. The effect only reaches areas that are in a direct line of sight from the origin. Any creature that ends it's turn in that area must succeed on a strength saving throw or be pushed 10 feet in the wind's direction, and creatures must spend 2 feet of movement per foot of movement against the wind's direction. Any nonmagical flame in the area is put out, and ranged attacks going against the wind's direction have disadvantage on the attack roll.

As a bonus action, you can change the wind's direction.

Water spout. You create a twister of spiraling water. Any fire based creature in the water spout’s space when you cast the spell must succeed on a Dexterity saving throw or take 3d8 necrotic damage. A creature must also make the saving throw when it moves into the water spout’s space for the first time on a turn or ends its turn there.
The spell’s damage increases by 1d8 for each spell after the third. The water spout also puts out all fires it passes over.

You can use the water spout to lift an object or a willing creature up to 300 pounds in weight. The creature or object is safely carried by the water spout, and is moved with it. The creature also will not drown while in it's space.

As a bonus action, you can move the water spout up to 30 feet, as well as moving the contents throughout the twister's space. The twister can move over water, but must stick to either solid ground or the water's surface.

Lingering Effect: Water World. When you dispel the water spout without ending the spell, magical water coats all objects and creatures within 50 feet of where the water spout was. In this area, all nonmagical fires within the area are put out, and more can't be created. Magical fires that don't deal damage are dispelled if they are of equal level or lower. Magical fires that do deal damage have the damage halved. However, this magical water is conductive, causing lightning damage based attacks have advantage on attack rolls, and creatures in the area have disadvantage for saves against lightning damage.

Dust Devil. You create a twister of sand, dirt, and other loose particles. Any creature that doesn't have eyes resistant to dust particles in the dust devil's space when you cast the spell must succeed on a constitution saving throw or become blinded for three minutes. A creature must also make the saving throw when it moves into the dust devil’s space for the first time on a turn or ends its turn there.

Creatures cannot see through the dust devil, with the area within and behind it being heavily obscured.

As a bonus action, you can move the dust devil up to 50 feet. It must stay on solid ground.

Lingering Effect: Dust Blocks the Sun. When you dispel the dust devil without ending the spell, dust spreads for a 30x30x30 foot area. This area does not go through walls, but it can go around corners and through gaps of up to 1 inch in diameter. The area the dust covers is considered heavily obscured. Any creature that doesn't have eyes resistant to dust particles in the space when this happened must succeed on a constitution saving throw or become blinded for 6 seconds. A creature must also make the saving throw when it moves into the space for the first time on a turn or ends its turn there.

Fire Twister. You create a flaming twister. Any creature in the fire twister’s space when you cast the spell must succeed on a Dexterity saving throw or take 3d6 fire damage. A creature must also make the saving throw when it moves into the fire twister’s space for the first time on a turn or ends its turn there.
The spell’s damage increases by 1d6 for each spell after the third.

The twister ignites flammable objects in its area that aren’t being worn or carried.

As a bonus action, you can move the fire twister up to 20 feet.

Lingering Effect: Heat Is What Remains. When you dispel the fire twister without ending the spell, it heats up the area around it. This heat extends for a 40 foot radius, centered on where the fire twister was, even spreading through walls. Any creature that isn't resistant to fire in the space when this happened must succeed on a constitution saving throw or gain 1 level of exhaustion. In this area, attack rolls based on fire have advantage, and creatures have disadvantage on saving throws against fire damage. Attacks that deal cold damage have disadvantage on the attack roll, and creatures have advantage on saves against cold damage.

Gunpower Tornado (Only 8th and 9th level spell slots). You create a spiral of explosive gunpowder. When the gunpowder tornado touches fire in any way, it explodes in a 15 foot radius centered on itself. All creatures in range must make a dexterity save, taking 8d6 fire damage on a failed save, and half as much on a successful one. After exploding, it vanishes temporarily, reforming after 6 seconds.

As a bonus action, you can move the tornado up to 15 feet.

Lingering Effect. Gunpowder Reigns. When you dispel the gunpowder tornado without ending the spell, it spreads gunpowder into the air over a 30 foot radius centered on where the tornado was. This area does not go through walls, but it can go around corners and through gaps of up to 1 inch in diameter. When a fire starts in this area, an explosion with a radius of 5 feet bursts from the fire's location. All creatures in range must make a dexterity save, taking 4d6 fire damage on a failed save, and half as much on a successful one.

Spell Tags: Damage Control Movement Utility Environment Combat

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

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