You call forth a spiraling column of fire within range. The tornado is a 10ft radius, 60ft tall fiery tornado centered on that point. Until the spell ends you can use your action to move the tornado 20ft in any direction.
A creature must make a dexterity saving throw or immediately take 5d6 fire damage. The a large or smaller creature must make a strength saving throw or be restrained and continue to take 5d6 fire damage at the start of its turn. A restrained creature also moves 10ft up the tornado. A restrained creature can continue to make strength or dexterity saves until it breaks free. If the break free they are thrown 20ft in a random direction.
If you loose concentration of the spell the tornado lasts the full duration and will move randomly every turn.
* - (A bottle of ash released into the air)
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Posted Aug 29, 2020This reminds me of flame spin from Pokémon, this is cool