You control the air in a 100-foot cube within range. As an action, choose one effect that lasts until you switch or halt it:
Gusts: A horizontal wind (calm, moderate, or strong). Moderate/strong winds impose disadvantage on ranged attacks through/within the cube. Strong winds halve movement against them.
Downdraft: A strong downward wind. Ranged attacks through/within have disadvantage. Flying creatures entering or starting their turn in it must make a Strength save or be knocked prone.
Updraft: A sustained upward wind. Halves fall damage within. Vertical jumps within gain an extra 10 feet.