Air Hammer (5e Spell)

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Air Hammer
3rd-level Evocation
Casting time: 1 action
Range: 60 feet
Components: V,S
Duration: Instantaneous

You conjure a blast of wind and direct it through a 10-foot radius, 30 feet long cilinder. Any creature in the cilinder must make a strength saving throw, on a failure they are pushed 20 feet away in the direction of the wind, taking four times the normal fall damage (as magical damage) for the distance traveled if they hit a stationary object. If you succeed the saving throw, you are not pushed away. Flying, small & tiny creatures have disadvantage on this saving throw.

You can rotate the cilinder any way you like (e.g. putting it horizontally), but you cannot let the flow of air start from a solid surface.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the distance pushed increases by 5 feet and the length of the cillinder increases by 10 feet for every spell slot level above 1st. The radius of the cilinder increases by 5 feet every 2 levels above 1st.

Starting from 5th level, medium creatures have disadvantage and tiny creatures automatically fail their saves.

Starting from 7th level large creatures have disadvantage and small creatures automatically fail their saves.

At 9th level huge creatures have disadvantage and medium creatures automatically fail their saves.

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