All air in a 100 foot tall, 50 foot radius cylinder centered at a point within range is starts swirling uncontrollably for the duration.
Ranged attack rolls that travel through the cube have disadvantage.
Fire, cold and acid damage deal half as much damage to a target within the cylinder. Airborne poisons have no effect in the area.Creatures and objects within the cube that are burning stop burning when they enter the affected area or if they are within the cylinder when it appears. These damage modifiers do not count as vulnerabilities, resistances, or immunities. Unprotected flames immediately go out when they are in the cylinder.
Gas or vapor in the cylinder are immediately dispersed. A creature Transformed through Gaseous Form or a similar ability while inside the area of this spell must make a constitution saving throw at the start of each of its turns.On a failed save, it has a speed of 0 , moves 20 feet in a random direction, and takes 10d8 Thunder damage.On a successful save, a creature transforms back into its original form.
Creatures cannot Transform into a Gaseous Form or similar form while in the cylinder.
Creatures that are flying while within the cylinder must make a strength saving throw at the end of each of its turns or start falling.
A creature that jumps moves 5 feet in a random direction and must succeed on a dexterity saving throw or have the prone condition.
Certain spells like Gust of Wind, Cloudkill, Sleet Storm,Feather Fall and other Atmospheric based spells don't function within the cube.An aspect of a atmospheric spell can function as long as it deals thunder or lightning damage.
At the start of each of your turns, each creature within the cylinder makes a constitution saving throw, taking 10d8 thunder damage and being knocked prone on a failed save or half as much damage only on a successful one.
Using a Higher-Level Spell Slot. The duration extends to 6 hours and does not require concentration when cast with a 9th level spell slot.
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