You conjure a chaotic, unpredictable vortex of swirling air at a point within range. The vortex affects a 20-foot radius and creates a disruptive force that randomly alters the trajectory of projectiles and interferes with concentration.
Each creature within the area must make a Strength saving throw. On a failed save, creatures take 6d6 slashing damage for every turn they are within the vortex and are knocked prone. On a successful save, they take half damage and are not knocked prone. A creature within the vortex must succeed on an Athletics check against your Spell save DC to successfully leave the vortex. Ranged weapons automatically fail within this spell’s radius.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the force damage increases by 1d6 for each level above 6th.
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