Until the spell ends, you control wind inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.If there is no wind in the area this spell creates it.
Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the area. 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 area for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.
Updraft. You cause a sustained updraft within the area, rising upward from the its's bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.
Gusts. You cause wind in the area to continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.
Redirect Wind. You cause wind in the area to move in a direction you choose, . The water in the area moves as you direct it, but once it moves beyond the spell's area, it blowing the direction it was previously . The wind continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlwind. This effect requires a open space at least 25 feet square and 50 feet tall. You cause a whirlwind to form in the center of the area. The whirlwind forms a vortex that is 5 feet wide at the base, up to 25 feet wide at the top, and 50 feet tall. Any creature or object in within 25 feet of the vortex is pulled 10 feet toward it. A creature can move away from the vortex by making a Strength (Athletics) check against your spell save DC.
When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d12 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to move away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.
The first time each turn that an object enters the vortex, the object takes 2d12 bludgeoning damage; this damage occurs each round it remains in the vortex.
Comments