Level
Cantrip
Casting Time
1 Reaction *
Range/Area
60 ft. (10 ft. )
Components
V, S
Duration
Instantaneous 1 Hour
School
Transmutation
Attack/Save
STR Save
Damage/Effect
Prone

You cause a burst of wind to arise in a 10-foot cube that you can see within range on the ground. Choose one of the following effects when you cast the spell.

Push. A wind picks up within the cube, blowing in a horizontal direction you designate. Any Large or smaller creature must succeed a Strength saving throw or be pushed out of the cube in the direction the wind blew.

Crush. You cause an instant blast of strong wind to blow downward to the ground. Any moving creature in the cube must succeed a Strength saving throw or be knocked prone.

Lift. You cause an instant updraft within the cube, rising upward from the ground. Creatures that end a fall within the cube take only half damage from the fall. If the wind catches a jumping creature, they can jump up to 10 feet higher/further than normal. Be aware of fall distance when landing for possible fall damage.

* - which you take when you or a creature within 60 feet of you is moving or jumping

Spell Tags: Control

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

Pithlite

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