Whirlwind: Twisting in the Wind
Spell Level: 7
School: Evocation
Casting Time: 1 action
Range: 300 feet
Duration: Concentraion, up to 1 minute
Components: V, M (a piece of straw)
A whirlwind howls down to a point on the ground you specify. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet 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 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends.
When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, 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 3d6 × 10 feet away from it in a random direction.
Review by Sam West, @CrierKobold
A torrent of harsh winds breeze past you, forming into a massive tornado-like cylinder. Dust, debris, and goblins alike are ripped off the earth into the mass of whirling winds. Whirlwind is the real deal as far as 7th level spells go. This is an area of effect damage spell that makes FIREBALL look like a chump. Whirlwind is my go to 7th level damaging spell, mainly because it's so much more than just damage.
For starters, at its worst case scenario, you’re getting a 10 ft. radius, 30 ft. tall cylinder that’s dealing 5th level Fireball damage to any creature outside of it that touches it. If you cast this on something, they make the save as you cast it. Every subsequent turn, you can move the Whirlwind about to deal more damage to creatures that were either flung from it or far enough away it hasn’t hit them yet. If you’re getting any number of creatures more than once with this damage, you’re dealing excellent damage.
But wait, we’re not even close to done. Large or smaller creatures that fail the initial Dex save that deals damage make a Str save, becoming restrained on a failed save by the whirlwind and moving with. Then, it scoots five feet towards the top. After it breaks free, it gets thrown thirty to one hundred and eight feet away, but that’s not particularly important. Turns out restraining a creature imposes disadvantage on Dex saves. And you’re playing a caster.
Basically if you get sucked in the whirlwind you are in for a world of pain. Worse yet, if you do manage to pass the first save, you either need to dash away for your life or expect it to get wiggled on top of you until you do fail. If you’re the one casting Whirlwind, this is all upside. It restrains enemies, deals great damage, and offers a flexible tool you can leave in a spot and get value from with other pushes and shoves while also letting you spend actions to move it as you need to. Whirlwind can debilitate enemies and thrash them at the same time; it does it all.
This spell has all the right words. It supports the team with a restraining condition, gives you a tool you can move about to continually get value with your 7th level slot, and deals potentially massive damage to groups of enemies. This is a top tier 7th level spell that if you can take and try it out, you should.
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