**Casting Time:** Action **Range:** 300 feet **Components:** V, S **Duration:** [[Concentration]], up to 1 hour You take control of the air in a 100-foot [[Cube]] that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell's duration, unless you use your Action on a later turn to switch to a different effect. You can also use your Action to temporarily halt the effect or to restart one you've halted. **Gusts.** A wind picks up within the [[Cube]], continually blowing in a horizontal direction you designate. You choose the intensity of the wind: Calm, Moderate, or Strong. If the wind is Moderate or Strong, ranged weapon attacks that pass through it or that are made against targets within the [[Cube]] have [[Disadvantage]] on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved. **Downdraft.** You cause a sustained blast of strong wind to blow downward from the top of the [[Cube]] . Ranged weapon attacks that pass through the [[Cube]] or that are made against targets within it have disadvantage on their attack rolls. A creature must make a STR saving throw if it flies into the [[Cube]] for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked [[Prone]]. **Updraft.** You cause a sustained updraft within the [[Cube]], rising upward from the [[Cube]]'s bottom side. Creatures that end a fall within the [[Cube]] take only half damage from the fall. When a creature in the [[Cube]] makes a vertical jump, the creature can jump up to 10 feet higher than normal. **Classes:** #Druid, #Sorcerer, #Wizard