The user summons a raging tornado for 4 turns. The tornado travels forwards in a straight line at a rate of 10 feet per turn, with its direction matching the caster's at the time of casting. The tornado covers a cylindrical area with a diameter of 5 feet and a height of 30 feet. If a creature occupies the same space as the tornado, the creature takes 4D8 Thunder damage. On a failed Strength saving throw, the creature is also flung in a random direction (roll a D8 to determine the direction, with 1 being North and directions proceeding in a clockwise fashion) and knocked prone. If the creature was flying at the time, they will also be knocked out of the air, taking fall damage. Each turn, the caster can take a bonus action to dispel the tornado at will.
The tornado will automatically be dispelled if it hits a wall, or if its caster loses concentration or is knocked unconscious.
The tornado can take on special properties depending on the terrain it travels over. For example, when traveling over water, it becomes a Waterspout. Waterspouts deal 4D8 Cold damage instead of Thunder damage.
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