Spell Description

You take control of the air in a 100-foot cube that you can see within range.

Choose one of the effects below 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 or change your ongoing effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted. Ranged weapon attacks made into or out of an area of strong wind or pass through it have disadvantage on their attack rolls. All the effects below are strong wind effects unless they say they are moderate or calm winds. The winds affect objects in its area that aren’t being worn or carried as if they were creatures of the same size. Objects fail any saving throws automatically.

  • Change wind. You choose the intensity and direction of the wind in the area: calm, moderate, or strong.

  • Gusts. You create an area of strong gusts within the cube. Chose an area within the cube which becomes filled with strong gusts continually blowing in the horizontal direction you designate. Each creature that starts its turn in the area must succeed on a Strength saving throw or be pushed 15 feet in the direction of the winds. Moving against the wind considered difficult terrain an any creature that uses flying speed to move in this area must spend 4 feet of movement for every 1 foot it moves in the area of the winds. A creature that moves in the area of the gusts does not spend movement for the first 15 feet it moves in the same direction as the winds (a creature must have a movement higher than 0 to benefit from this effect).

  • Downdraft. You cause a sustained blast of strong wind in the cube to blow downward from the top of the cube. 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 and falls to the ground. Creatures on the ground cannot jump while in the cube.

  • Updraft. You cause a sustained updraft within the cube, rising upward from the cube’s bottom side. Creatures that fall within the cube no damage from the fall. Further, when a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal without using extra movement. Flying creatures that try to decent treat the area as difficult terrain while moving downwards in the cube.

  • Hurricane. You cause violent winds to blow in the area drowning out all sound making it impossible to hear anything besides the blowing winds. Flying creatures treat the area as difficult terrain and any creature that ends its turn in the cube or moves into the cube on a turn must make Strength saving throw or take 2d8 bludgeoning, or half on a success. Flying creatures automatically fail this saving throw.

  • Whirlwind. You cause a whirlwind to form at a point you chose within the area. The whirlwind is a 10-foot-radius, 30-foot-high cylinder. Any creature or object within 10 feet of the whirlwind must succeed on a Strength saving throw or be pulled 10 feet toward it when you create it. When a creature ends its turn in the whirlwind or moves into the whirlwind on a turn, it must make a Strength saving throw. On a failed save, the creature is caught in the whirlwind until the spell ends (or until you use an action to change the spell’s effect). On a successful save, the creature takes half damage, and isn't caught in the whirlwind. While caught in the whirlwind, a creature is moved 10 feet into the air where it is held by the whirlwind. At the beginning of each of its turns, a creature that is still caught in the whirlwind moves 10 upwards until it reaches the top of the whirlwind. A creature caught in the whirlwind can use its action to make a Dexterity (acrobatics) check to escape the whirlwind but has disadvantage on the check unless it has a flying speed. Alternatively, the creature can use a Strength (athletics) check to escape the whirlwind if it can reach something that the creature can use to pull itself out.

At Higher Level. When you cast this spell using a spell slot of 6th level or higher, the range of the spell changes to 1 mile and if you maintain your concentration on this spell for its whole duration, the last effect you chose lasts for another hour and can't be dispelled. This additional duration increases to 24 hours when you cast the spell using an 8th level spell slot or higher and the cube you can affect triples in size (from a 100 feet cube to a 300 feet cube).

Control Winds

5th level, primal (transmutation)

Casting Time

1 action

Duration

1 hour (concentration)

Range

300 (sight)

Components

V,S,M*

*this spell requires a small wind chime.