Control Winds
Level 5 Transmutation
Magic School
Casting Time
1 action
V, S
300 ft (100 ft cube)
Up to 1 hour
You take control of the air in a 100' 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.
1. Gusts A wind picks up within the cube, blowing in a horizontal direction, and intensity, that you choose: calm, moderate, or strong. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.
2. Downdraft You cause a sustained blast of strong wind to blow downward. If a creature flies in the cube, it must make a Str saving throw. On a failed save, the creature is knocked prone.
3. Updraft You cause a sustained updraft, rising upward. Creatures that end a fall within the cube take 1/2 damage from the fall. When jumping in the cube, the creature can jump up to 10' higher than normal.
For all effects, ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls.
Verbal Components
Verbal Component: Tempero Ventus
Druid, Sorcerer, Wizard
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