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.