5th-level Spell: Shape Winds
Sorcery/Whispering (Transmutation)
You seize control of the air in a cube up to 300 feet on a side
you can see within range, bending it to your will. Choose one
of the following effects. The effect persists until the spell
ends, or until you use your action to pause it or change it to a
different effect. You can resume a paused effect as an action.
- Gale. A steady wind blows in a horizontal direction of your choice. Creatures moving against the wind must spend 3 feet of movement for each foot, and ranged attacks made against the wind are impossible. Creatures moving with the wind cover an additional foot for each foot of movement spent. When a creature or projectile moves within the area, you can use your reaction to change the wind's direction. As a bonus action, you can create a gust, forcing all creatures within the area to make a Strength saving throw or be pushed 30 feet in the wind's direction.
- Turbulence. You whip the wind into a chaotic vortex. Ranged attacks passing through the wind are made at disadvantage. Creatures that fly into the wind's area, start their turn flying there, or take flight there have their fly speed reduced by half, and must succeed on a Strength saving throw or be knocked prone.
- Thermal Column. You direct the wind to blow upwards. All creatures suffering fall damage within the wind can reduce that damage by 5 x your spellcasting modifier. When a creature within the wind makes a vertical jump, its jump height is tripled.
- Casting Time: 1 action
- Range: 100 feet
- Components: V, S
- Duration: Concentration, up to 1 hour
- Ritual: No
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