You speak an ancient word in draconic, while swirling your hands in a cyclonic motion. Bursting forth from your finger tips with a deeps flaming roar, a ball of fire strikes a location that you can see up to 120 feet away. From that a tornadic hell of fire burst upward and outward forming a 15 foot wide by 30 feet high cyclone of intense fire.
Any creature inside the initial blast must make a dexterity saving throw against the casters spell save dc. On a failed save, all creatures will receive 6d8 fire damge and are considered blinded as long as they are inside the cyclone. On a save they take half damage and are not blinded. Any creature that is inside the cyclone at the end of their turn will receive the same damage that was received before.
As an action, you may move the center point of the cyclone up to 20 feet in any direction. Any creature that is caught in the path must make a new dexterity saving throw. the damage and condition are the same as a first casting.
If concentration is lost, the cyclone will remain on the battlefield and will move in any direction that the DM chooses and it receives its own initiative.
At higher levels: The damage increases by 1d8 for every spell slot used after 7th level. If casted at 9th level, roll a D100 at the time of casting. if the number is less than the casters current level, a second cyclone is formed off of the current and is controlled by the caster as well.
* - (A pinch of sulphur or refined bat guano, and a feather from a large bird)
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