You conjure forth a ball of circling wind in your hand. You then shoot the ball in a straight forward line. Upon impact or when having reached you desired destination it explodes in a 10 foot radius sphere. Creatures caught in the area must make a strength saving throw, taking 6d6 bludgeoning damage and getting pushed 15 feet in a straight line from the center of the sphere on a failed save. On a successful save a creature only takes half the damage and does not get pushed.
In addition, unsecured objects that are caught in the area immediately gets pushed away.
At higher levels: When you cast this spell using a slot of 4th level or higher, increase the damage of the spell by 1d6 and the push distance by 5 feet for every level above 3rd.
* - (a fan)
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