Cyclone (5e Spell)

You speed up a cylinder of air in either the clockwise or anticlockwise direction. You then send the spiral of air to roam the area around you for 6 seconds. The cylinder is 10' wide and 15' high and has a move speed of 45'. It moves randomly, and creatures caught within its path must make a Dexterity saving throw or take 2d4 bludgeoning damage and be swept into it. On a successful save, the creature takes half damage and is not swept in.

Cyclone
1st-level evocation
Casting time: 1 action
Range: 30 feet
Components: V, S, M (a small hailstone)
Duration: 1 round

There can only be a maximum of 12 Small or Medium creatures and 2 Large creatures in the cyclone at one time. If this maximum is reached, creatures that would be swept in automatically succeed their saving throw.

At the beginning of your next turn, the cyclone dissipates and all creatures within it are left prone in the spot it dissipated at.

At Higher Levels. When you cast this spell using a spell slot of 2nd or higher add 5 feet of range, move speed, or 5 feet to each of the dimensions of the cyclone.


Back to Main Page 5e Homebrew Spells Bard
Back to Main Page 5e Homebrew Spells Druid
Back to Main Page 5e Homebrew Spells Sorcerer
Back to Main Page 5e Homebrew Spells Wizard

This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.