Dust Cyclone

A small cyclone whips up at a point you can see on the ground within range. The cyclone is a 5-foot radius, 30-foot high cylinder centered on that point. Any creature that starts its turn within the r

Level
2
School
Conjuration
Casting time
action
Range
60 ft
Components
V, S, M
Duration
1 minute
Classes
Druid, Ranger, Sorcerer, Wizard
Concentration
Yes

A small cyclone whips up at a point you can see on the ground within range. The cyclone is a 5-foot radius, 30-foot high cylinder centered on that point.

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 through a creature, you can force it to make the saving throw, as if it entered the cyclone’s radius. You can continue to move the dust cyclone, but its strength is exhausted until the end of your turn and subsequent creatures are 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 and licence

From Spells That Don’t Suck.

Licence: SRD (CC BY 4.0).

Every licence notice Tavern Bag relies on.