Control Air (5e Spell)

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Control Air
4th-level Transmutation
Casting time: 1 action
Range: 300 feet
Components: V, S, M (a pinch of dust)
Duration: Concentration, up to 10 minutes

Until the spell ends, you control any freestanding air inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As a bonus action on your turn, you can repeat the same effect with a different center, direction and/or targets or choose a different one.

Redirect Wind. You cause the air in the area to move in a direction you choose, from one point to another within the cube, even if this wind has to blow over obstacles, up walls, or in other unlikely directions. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the wind have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved. The air in the area moves as you direct it, but once it moves beyond the spell's area, it continues to move in the orginal direction you chose until the spell ends or you choose a different effect. Any creature in the wind's path, if it is strong and when this option is cast, must succeed on a Constitution saving throw, or be pushed 15 feet to the wind's direction, and fall prone.

Defenestrating Sphere. You create a 30 feet radius sphere of extremely compressed air centered somewhere within range. You compress the air inside the sphere to the point it bursts, creating an extremely loud thunderous sonic boom, that can be heard up to 300 feet away. Every creature inside the sphere must make a Constitution saving throw. If it fails the saving throw it takes 4d8 thunder damage, is deafened for 1 minute, and is pushed 20 feet away from the center. If it succeeds, it only takes half damage.

Tornado. You cause a tornado to form in the center of an area within range. The tornado forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object within 25 feet of the vortex when it is cast is pulled 10 feet toward it. A creature can walk away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature is 10 feet from the vortex and it starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 force damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to walk away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.

When an object or creature is caught in the vortex, it takes 2d8 bludgeoning damage; this damage also occurs at the beggining of its' turn, each round it remains in the vortex.

Accelerating Gale. Up to two allies that you can see within range are enveloped in fast whirlwinds, allowing them to be as swift as the wind. For the duration and they have the following benefits:

  • +1 bonus on melee and ranged attack rolls
  • Speed increased by 10 feet
  • Damage rolls from melee and ranged attacks deal 1d8 extra force damage

In addition, the attack gains benefits based on whether it is melee or ranged:

  • Melee. The attack's reach is tripled, but it counts as both a melee weapon attack and a ranged spell attack if it is made outside the weapon's normal reach.
  • Ranged. The attack ignores disadvantage caused by long-range, being underwater, or the effects of wind, and the weapon returns to one of your free hands at the end of your turn if it has the thrown property.

Constricting Currents On your command, the air forms into bands of swirling wind, much like shackles, around one huge or smaller creature, or up to 3 medium or smaller creatures that you can see within range. It must make a Strength saving throw. If it fails the saving throw it is restrained and lifted 10 feet into the air. A creature can make a Strength saving throw at the end of each of its turns. On a successful save, the creature breaks free and is not longer affected by the spell. To keep the creatures restrained, you must use your action on each of your turns. As a bonus action, on your turn, you can move a single creature affected by this spell 20 feet through the air. The creature moves slowly, and maintains the height of 10 feet above the ground.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher the damage increases by 1d8/1d6 for each slot level above 4th.

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