You summon a furious cyclone of wind at a point on the ground that you can see within range. For the duration, you summon a tornado that is 150 ft. high and has a 50 ft. radius centered on the point you have chosen.
The ground within the 50 ft. radius becomes rough terrain. When you cast this spell and at the end of each of your turns you spend concentrating on it, each creature within the space must make a Dexterity saving throw. On a failed save the creature is thrown 30 ft. out of the tornado in a random direction decided by the GM and is knocked prone. The target also takes 6d8 bludgeoning damage. On a successful save the creature takes half damage and does not get thrown or knocked prone. Additionally any flying creature that fails their saving throw begins to fall.
As a bonus action, you can move the tornado up to 20 ft.
This spell can have additional effects depending on the terrain in the area, as determined by the GM.
Structures. The tornado automatically deals max damage (48 bludgeoning damage) to any structure within its radius. If a structure drops to 0 hit points, it collapses and pieces of the structure are automatically flung outside the area of the tornado potentially damaging nearby creatures. Any creature within 30 ft. of the tornado's radius when a structure collapses within it must make a Dexterity saving throw. On a failed save, the creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, the creature takes half damage and doesn't fall prone.
* - (a feather of a roc, three raindrops from a storm cloud)Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
5/7/2019 8:43:22 AM
|
0
|
1
|
1
|
Coming Soon
|
|
|
5/11/2019 12:43:05 AM
|
17
|
1
|
1.5
|
Coming Soon
|
Comments