You point to a single point on the ground (5ft cube) and from that space, you create a powerful blast of air capable of flinging an opponent upward. If the target fails its dexterity saving throw, the force of the air deals 3d4 points of bludgeoning damage and hurls the target directly upward 10 ft. If a solid object (such as a ceiling) is encountered, the target strikes the object in the same manner as it would during a normal fall. After this blast of air ceases, the target falls down (unless it was flying), taking falling damage as normal. A successful save means the target takes half damage from the air blast but is not moved by it.
Additionally, you can choose to have one of the effects of the spell, those being the initial damage or knock up not take place on particular casting. This must be declared before the target rolls their dexterity saving throw.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 and the target is knocked up an additional 10 ft for each slot level above 2nd.
* - (A small brass spring worth 10gp)
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