2nd-level conjuration
- Classes: Druid, Ranger, Sorcerer, Wizard
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a pinch of dust)
- Duration: Concentration, up to 1 minute
A small cyclone whips up at a point you can see on the ground within range as a dust devil. The cyclone is a 5-foot radius, 30-foot high cylinder centered on that point.
Any creature that starts its turn within the radius of the dust devil or enters its radius for the first time during its turn must make a Strength saving throw. On a failed save, the creature takes 1d12 bludgeoning damage and is pushed 5 feet away from the center. On a successful save, the creature takes half as much damage and isn’t pushed.
As a bonus action, you can move the dust devil up to 30 feet in any direction. The first time you pass the dust devil through a creature, you can force it to make the saving throw, as if it entered the cyclone’s radius. You can continue to move the dust devil, but its strength is exhausted until the end of your turn and subsequent creatures are unaffected by it passing through them.
If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and heavily obscures its radius until the start of your next turn.