- Casting Time
- 1 action
- Duration
- Concentration, up to 1 minute
- Range
- Medium · 120 feet
- Components
- V · S
- Saving Throw
- CON · Half damage.
You pull the air out of a 20-foot-radius sphere centered on a point you choose within range and hold it out. Each creature in the sphere when it forms makes a Constitution saving throw, taking 8d8 bludgeoning damage on a failed save or half as much on a successful one, as the pressure leaves it. A creature that starts its turn in the sphere is Suffocating. Sound does not travel inside the sphere, and no fire burns there. A creature that does not need to breathe is unaffected by the suffocation. When the spell ends the air returns with a crack that can be heard for a mile.
At Higher Levels
| Slot | Effect |
|---|---|
| 7th · 9d8 | The damage increases to 9d8. |
| 8th · 10d8 | The damage increases to 10d8. |
| 9th · 11d8 | The damage increases to 11d8. |
The wind line
A line opens low and forks. Where you go from here depends on what you took to get here.
- cant Breeze (utility)
- cant Grasp (handling)
- cant Squall
- L1 Cushion (lift)
- L1 Shear
- L2 Gale
- L3 Updraft (sustained)
- L4 Airlock (barrier)
- L5 Cyclone you came from here
- L6 Vacuum (void)
- L7 Air Current
- L8 Hurricane
Role
- damage
- control