Turdnado (5e Spell)
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|V, M (a dried turd)
|Concentration, up to 1 minute
A massive swirling maelstrom of fecal matter that howls across the ground, spitting out its contents and leaving them strewn across the surroundings.
The turdnado is a 10-foot radius, 30-foot high cylinder centered on a point on the ground that you specify. Until the spell ends you can use your action to move the turdnado up to 30 feet in any direction along the ground. The whirlwhind of craps sucks up any medium or smaller objects that aren't secured to anything and that aren't worn or carried by anyone. A creature must make a dexterity saving throw the first time on a turn that it enters the turdnado or that the turdnado enters its space, including when the twister of turds first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a large or smaller creature that fails the save must make a strength saving throw or become restrained by the turdnado until the spell ends. When a creature starts its turn restrained by the turdnado, the creature is pulled 5 feet higher inside of it, unless that creature is at the top. A restrained creature moves with the turdnado and falls when the spell ends, unless the creature has some means to stay aloft. A restrained creature can use an action to make a strength or dexterity check against your spell save DC. If successful, the creature is no longer restrained by your crap maelstrom and is hurled 3d6x10 feet away in a random direction. The turdnado flings a large amount of poop from the top, up to 3d6x10 feet in a random direction every round until the spell ends.