Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a tornado that is comprised of wind and a random elemental substance (roll a d12) appears in the cube and lasts for the spell’s duration.
Any creature that ends its turn within 5 feet of the elemental tornado must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is sucked inside. On a successful save, the creature takes half as much damage and isn’t pushed.
As a bonus action, you can move the elemental tornado up to 30 feet in any direction. If the elemental tornado moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.
At Higher Levels. This spell’s damage increases by 1d6 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
1. Water - the ground within it's range becomes saturated with water. Water tornadoes Automatically extinguish any flame within it's range. Creatures who are hit by or sucked into a water tornado gets drenched in water and thrown 10 ft. away. Creatures who are drenched in water have a disadvantage against cold damage. If a water tornado is hit by ice magic, it becomes an ice tornado.
2. Oil - an oil tornado leaves a trail of oil that covers the ground in a 10-foot range and turns it into difficult terrain. Creatures who are hit by or sucked into an oil tornado gets drenched in oil and thrown 10 ft. away. Creatures who are drenched in oil have a disadvantage against fire damage and are prone to combustion. If fire hits the oil trail or the oil tornado, the trail and tornado combusts turning into a fire tornado.
When the oil appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
3. Thorn - A thorn tornado is comprised of splinters, razor sharp leaves, and shards of bark. Creatures who are sucked into a thorn tornado take an additional 2 d6 piercing damage and thrown 10 ft away or half as much damage if creatures are dealt a glancing blow.
4. Metal - a metal tornado has a magnetic field that pulls any metallic object into the vortex. Creatures wearing any metal armor have a disadvantage when making the saving throw against the metal tornado also all of the non-armor items that they have that are metal becomes a part of the vortex.
Creatures who were sucked into a metal tornado take an additional 2 d6 slashing damage and are thrown 10 ft. away. If armor is worn it takes 1 d6 slashing damage instead and remains inside the tornado until the spell ends.
5. Ice - the ground within it's range becomes frozen. Ice tornadoes Automatically freeze all water and lesser creatures within it's range. Creatures who are hit by an ice tornado becomes frozen. Creatures who are sucked into an ice tornado take 2 d6 cold damage and thrown 10 ft. away. If they are drenched in water they take an additional 1 d6 cold damage.
When the ice appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
6. Stone - a stone tornado flings heafty stones around the vicinity of it's range.
each creature standing in it's range must succeed on an additional Dexterity saving throw or take an additional 1 d8 bludgeoning damage. A creature that enters the range or ends its turn there must also succeed on a Dexterity saving throw or take an additional 1 d8 bludgeoning damage.
Creatures sucked into a stone tornado takes an additional 1 d8 bludgeoning damage and is thrown 10 ft. away.
7. Fire - a fire tornado scorches the terrain within it's range leaving a blazing inferno in it's wake. each creature standing within the area must succeed on a dexterity saving throw or be set on fire. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or be set on fire. Creatures who are drenched in oil automatically fail the saving throws.
Creatures who are sucked into a fire tornado take an additional 2 d8 fire damage. If they are are drenched in oil they take an additional 1 d8 fire damage.
8. Lightning - lightning flashes and striking the area around the lightning tornado. Each creature within the range of the lightning tornado must make a Constitution saving throw. On a failed save, a creature takes 2d6 lightning damage and becomes stunned.
Creatures sucked into the vortex become stunned after being thrown 10 ft. away by the tornado.
9. Psionic - psionic tornadoes are able conjure up to 4 smaller yet just as powerful rope tornadoes that can pursue any targets within range. When they attack, the target must make a dexterity saving throw. On a failed save, that creature takes 1 d8 psychic damage for each rope tornado that attacked it. Creatures sucked into a psionic tornado is thrown 10 ft. away.
10. Radiation - radiation tornadoes leaves a path of wilted and irradiated land. Radiation tornadoes leaves a path of radiation 30 ft wide. Each creature that stands within this area for 2 minutes or more takes 1 d4 radiance damage for each turn they stay in the area.
Any creature that is sucked into the vortex additionally takes 2 d8 radiance damage and is poisoned after being thrown 10 ft. away.
11. Aether - Aether tornadoes are made of mysterious yet deadly particles from another world. Structures and buildings in it's range take 100 damage. Each creature within the range of the aether tornado must make an additional Constitution saving throw. On a failed save, a creature takes 2 d8 lightning damage.
Creatures who are sucked into the vortex additionally takes 2 d8 force damage and is thrown 10 ft away.
12. Dark matter - a dark matter tornado obliterates all matter it comes into contact with and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from dark matter, it passes through the tornado unscathed. Anything else that touches the tornado but isn't wholly engulfed and obliterated by it takes 4d10 force damage.
* - (Wind)
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