Powerful currents of air push towards the ground in a 20-foot cube within range. For the duration, the turbulent air turns the ground in the area into Difficult Terrain. The currents disappear when the spell ends.
Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself from the forceful air and is no longer Restrained by them. Flying creatures in the space are not considered restrained on a failed save, but instead are pushed down to the bottom of the cube or until they land on the ground.
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