2nd-level Spell: Dust Cyclone

Sorcery/Whispering (Conjuration)

Choose a target point on the ground that you can see within range. A small cyclone whips up at the target point with a radius of 5 feet and a height of 30 feet.

Any creature that starts its turn within the radius of the dust cyclone or enters its radius for the first time during its turn must make a Strength saving throw. On a failed save, the creature takes 1d12 bludgeoning damage and is pushed 5 feet away from the center. On a successful save, the creature takes half as much damage and isn’t pushed.

As a bonus action, you can move the dust cyclone up to 30 feet in any direction. The first time you pass the dust cyclone’s radius through a creature, that creature must make the saving throw against the dust cyclone’s damage and are pushed out its way on failure. You can continue to move the dust cyclone, but its strength is exhausted until the end of your turn and subsequent creatures an unaffected by it passing through them.

If the dust cyclone moves over sand, dust, loose dirt, or small gravel, it sucks up the material and heavily obscures its radius until the start of your next turn.

Source: KCC (Dust Devil)

  • Casting Time: 1 action
  • Range: 60 feet (5-foot radius)
  • Components: V, S, M (a pinch of dust)
  • Duration: Concentration, up to 1 minute
  • Ritual: No



Cover image: by Yaroslav Golubev

Comments

Please Login in order to comment!