Level
6th
Casting Time
1 Action
Range/Area
150 ft. (20 ft. )
Components
V, S
Duration
Concentration 1 Minute
School
Evocation
Attack/Save
STR Save
Damage/Effect
Bludgeoning (...)

A 40-foot-radius cylinder of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 4d8 thunder damage and be thrown 10 feet backward. On a successful save, the creature takes half damage and is not thrown. The sphere’s space is difficult terrain.

Until the spell ends, you can use a bonus action or action on each of your turns to cause a number of lightning bolts equal to your proficiency bonus to leap from the center of the cylinder toward one creature you choose within 90 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the cylinder. On a hit, the target takes 6d6 lightning damage.

Creatures within 30 feet of the cylinder have disadvantage on Wisdom (Perception) checks made to listen. The wind disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

If you are outdoors in stormy or windy conditions when you cast this spell, the spell gives you control over the storm, and under such conditions, the spell’s damage increases by one damage dice each. In addition, under such conditions, you can cast this spell as Whirlwind instead if you choose.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can choose to expand the radius of the cylinder by 10 feet, and the damage increases for each of its effects by one damage dice each for each slot level above 6th. 


This magic spell was created by the magi of wonder and whimsy; Cameron the Clairvoyant. He loved to create, and was inspired by many things around him - people, places, things, concepts, nature, anime, pop culture - and loved to craft superior unique things for the Dungeons and Dragons community. Check out his homebrew creations in every category on D&DBeyond, and feel free to incorporate them into your homebrew campaigns. Cameron the Clairvoyant is a former player-character that reached level 20 and now functions as a NPC Archwizard, and has created numerous impactful magic items, weapons, subclasses, monsters, creatures, feats and spells. Seek him out in your next quest! He loves to take requests and interact with parties of player-adventurers.

Spell Tags: Damage Control Debuff

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

WishfulWarlock3

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