School: Evocation
Casting Time: 1 action
Range: 15 foundations
Components: V, M, (7 Red Glowing Gems)
Duration: Concentration, up to 4 rounds
Classes: Druid, Sorcerer, Wizard

Description: A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 2×2 foundation square, 6 foundations high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 4 Foundations in any direction along the ground. The whirlwind 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 whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

In addition, a creature that fails the save must succeed on a Strength saving throw or become Restrained in the whirlwind. When a creature starts its turn Restrained by the whirlwind, the creature is pulled 3 foundations higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, especially the smaller ones below .85 who would have been sucked up in the wind 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 the whirlwind and is hurled 7 foundations away from it in a random direction.

Support Us

Old Guard is a free to play server with no pay to win mechanics. If you like to support our ongoing effort to get better, please consider donate to our cause. Click here to learn more!