You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted.
Downward Gust. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.
Lift. A more concentrated updraft lifts a target 20ft into the air until (1) the caster lowers the target down to the ground, or (2) the spell is ended/interrupted causing the target to fall suddenly to the ground taking 2d6 bludgeoning damage.
Suffocate. The caster chooses a target within range and, unless the target succeeds on a DC 12 constitution saving throw, removes the air from their lungs. The target takes 2d4 necrotic damage for each round the caster spends concentrating the spell on them. The target can attempt to break away from the spell on their turn each round. Each fail raises the DC by +1
Previous Versions
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Coming Soon
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