When you cast this spell, you create a violently swirling sphere of air at a point within range. As a bonus action on each of your turns, you can command the sphere to travel up to 30 feet and strike a creature or object you specify, entering its space.
The targeted creature must make a Constitution saving throw. On a failed save, the creature takes 3d6 bludgeoning damage and is swept up by the sphere. The sphere then hurls the creature toward the nearest window (if one exists) or in a random direction if there are no windows. The creature is thrown a distance of 1d8 × 10 feet horizontally and 1d8 × 5 feet vertically, taking falling damage as appropriate.
If an obstacle prevents the creature from reaching the intended height, it takes 1d6 points of bludgeoning damage for every 10 feet of movement it was unable to complete. For example, a creature hurled 40 feet up in a room with a 20-foot ceiling would take 2d6 damage from the impact with the ceiling and an additional 2d6 damage when it falls back to the ground.
The sphere can affect a maximum of one creature or object per round and winks out if it exceeds the spell’s range or when the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the initial bludgeoning damage increases by 1d6 for each slot level above 4th.
* - (a small gray pearl worth at least 50 gp)
Comments