Upheaval

Alter Winds

1st level Transmutation

Classes: Sorcerer, Wizard

Domains: Air, Weather

Components: V, S

Casting Time: Standard

Range: 120 ft

Area: 10-foot radius

Duration: Until end of long rest

Saving Throw: None

Spell Resistance: No

Reversal: Moderate wind levels can be completely reduced to nothing.

Description: In the spell's area, you can increase the wind to a moderate level (20-30 mph). Ranged weapons shooting through this area make their rolls at disadvantage. Sound-based perception checks, and checks made to balance or fly are also made at disadvantage. Tiny or smaller creatures must make a DC 10 strength check to move.

Level 0: You create a light breeze that helps cool a target, granting +2 bonus on saves against heat-based effects.

Leveling: At level 2, strong winds can be created (or reduced to nothing). In a strong wind, creatures smaller than medium-sized must make DC 15 strength save each time they move. Creatures that are Tiny or smaller mist make a DC 15 strength save or be knocked prone, roll 1d4+10 feet, and take 2d6 points of damage. Flying creatures can only remain aloft with a DC 20 Athletics checks.