
Low Fantasy
Following the Second Wizarding War and the Battle at Hogwarts, return to the magical world that enchanted a generation. Not all of Voldemort's Supporters have been caught. A new movement of Pure Blood Supremacy is attempting to pick up where the Dark Lord left off. Will you join them, or stand and fight for the good of all Magical Kind? Headmistress McGonagall awaits your return owl.
Author's Note: I hope you enjoy the map of the Wizarding World. I did my best to make it the most accurate representation that I could with my limited resources. Please let me know your feedback and if you have any suggestions or recommendations for the world.
Played | 44 times |
Cloned | 7 times |
Created | 27 days ago |
Last Updated | 11 days ago |
Visibility | Public |

Description
Conjure a 10-foot-radius, 30-foot-high whirlwind at a point within 300 feet. The vortex deals 10d6 bludgeoning damage on a failed Dexterity save, half on success. Large or smaller creatures failing the save must also make a Strength save or become restrained, pulled 5 feet higher each turn. You can move the vortex 30 feet per action. Restrained creatures can attempt to escape with a Strength or Dexterity check against your spell save DC, being hurled 3d6×10 feet on success. Objects not worn or carried are sucked into the vortex. At Higher Levels: When you cast this spell using a spell slot of 8th level or higher, the bludgeoning damage increases by 1d6 for each slot level above 7th.
Spell Details
Level | 7 |
Range | 300 |