You either create or destroy air.
Create Air. You create, replenish, and refresh the air around any creature within range, including air poisoned/tainted by spells such as cloudkill and stinking cloud. If the air is fouled (low or no oxygen), the air is freshened with 1d10 minutes of clean air. If used within a cloud-based spell (such as cloudkill and stinking cloud) the creature is allowed an immediate save against the effects of the spell.
Destroy Air. The air around a target creature within range immediately is reduced to fouled status. If air is already fouled status, the air becomes deadly. Fouled and deadly air will quickly disperse the same round in an open environment, but if the target is in a airtight area less then 5 square feet or in a personal air bubble in space, they suffer the full effects.
Anyone breathing fouled air suffers disadvantage on all attacks & proficiency checks.
Anyone breathing deadly air must make a constitution save versus poison each turn or become unconscious. The DC for the save is 10 plus the number of rounds spent breathing the deadly air. Anyone remaining in the deadly air while unconscious will automatically lose 10 hp each round.
At higher levels. When you cast this spell using a spell slot of 2nd level or higher, you may target one additional creature for each slot above 1st .
* - (a flower petal if creating air or tobacco if destroying it)
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