A strong gust of wind will come bursting from the tip of the wand in a tubular shape in a line, and after reaching 40 feet, will begin to rise up, swallowing all targets that gets caught inside. All targets in the line that the tunnel travels must then make a Strength save with a DC of 18. On a fail, all targets are carried away and up 50 feet into the air, and will then take 1d10 damage, with an additional d6 force damage equal to the creature's weight class/size (All creatures Huge and above, or creatures whose weight crosses 250 pounds, have advantages to the Strength save, due to their size and weight). The tunnel will stay for 1d4 turns, sucking in any creature or object within 10 feet of it and sending it upwards, then it disappears. All targets who get caught in the tunnel must also make a Strength saving throw, or else be carried away. The caster is also immobilized for the duration of the spell, as the wand cannot stop its own spells on its own, unless it is dispelled.
Spell Level Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Table for additional damage and weight class:
| Additional Damage Table for Tunnel of Torrential Gales | |
| Creature's/Monster's Weight Class/Size | Additional Damage Dealt (# of dice) |
| Tiny | 1 |
| Small | 2 |
| Medium | 3 |
| Medium Small | 4 |
| Large | 5 |
| Huge | 7 |
| Gargantuan | 9 |
| Above | 13 |