NameConjuction of Air (HB)
Level4
SchoolConjuration
Time1 action
Range60 feet
ComponenentsV, S, M (an item originally from a plane of air, worth at least 10 gp)
DurationConcentration, up to 1 minute
ClassesSchool: Conjuration, Druid, Warlock, Wizard
TextYou begin to merge your current plane of existence with a plane of elemental air in a 30-foot-radius, 60-foot-tall cylinder centered on a point that you can see within range. For the duration of the spell, all creatures gain a flying speed of 30 feet while inside the cylinder. A creature that is still in flight when the spell ends floats safely to the ground, as if by the feather fall spell. When you cast the spell, and as your action each round for the duration, you can cause one of the following effects: • The cylinder fills with magical silence. No sound can be created within or pass through the cylinder. Any creature or object entirely inside the cylinder is immune to thunder damage, and creatures are deafened while entirely inside it. Performing verbal components of spells is impossible within the cylinder. This silence lasts until the spell ends, you dispel it as a bonus action, or you fill the cylinder with magical amplification. • The cylinder fills with magical amplification. Creatures within the cylinder make saving throws against effects that deal thunder damage with disadvantage, and nonmagical objects and structures become vulnerable to thunder damage while inside. Spells that can normally only target creatures can also target nonmagical objects and structures within the cylinder. This amplification lasts until the spell ends, you dispel it as a bonus action, or until you fill the cylinder with magical silence. • You compress the air in the cylinder. Each creature in the cylinder must make a Constitution saving throw. On a failed save, it takes 3d6 thunder damage and is knocked prone. On a successful save, it takes half as much damage and isn't knocked prone. Source: Tasha's Crucible of Everything Else, Volume 1 p. 56 (Homebrew)