You invoke the power of the four winds from each of the four cardinal directions to harm your enemies or help your allies.
You must spend an action for each of your 2 turns casting this spell, and you must maintain concentration while doing so. If your concentration is broken, the spell fails but the spell slot is not expended.
Upon the casting of the spell on the second turn, you can summon one of the following winds and apply its corresponding effects.
The winds must change. On your subsequent turns in which you have concentration on the spell, you can use a bonus action to summon a different wind and apply its effects. You cannot summon the same wind for 2 turns in a row, and you have to summon each of the four winds at least once, if possible. A wind's effect lasts from its summoning until the beginning of your next turn.
North Wind: You call upon the frigid north wind to damage and slow your foes. Each hostile creature within spell range must make a constitution saving throw against your spell save DC. On a failed save, a creature targeted by the spell takes 8d8 cold damage, has their speed reduced to zero, and cannot take reactions. On a successful save, it takes half as much damage, has its speed reduced by half, and can take reactions.
South Wind: The tempestuous south wind brings forth a storm cloud that hovers above you and strikes your enemies . Each hostile creature within spell range must make a dexterity saving throw against your spell save DC. On a failed save, a creature targeted by the spell takes 8d8 lightning damage, and it must make all ability checks and attack rolls with disadvantage, as rain hinders them. On a successful save, it takes half as much damage and subtracts 1d4 from its ability checks or attack rolls.
East Wind: You call upon the violent east wind to throw your enemies around. Each hostile creature within spell range must make a strength saving throw against your spell save DC. On a failed save, a creature targeted by the spell takes 8d8 bludgeoning damage, is thrown up to 15 feet towards you or away from you, and is knocked prone. On a successful save, it takes half as much damage, is pushed up to 5 feet away from you, and isn't knocked prone.
West Wind: The west wind is the most benevolent out of the four winds, bestowing hope and vitality to your allies. Each friendly creature within spell range regains hit points equal to 3d8 + your spellcasting ability modifier (minimum of 1). In addition, they gain advantage to all attack rolls and saving throws.
* - (An ornately carved golden arrow worth at least 100 gp adorned with white, black, red and yellow bird feathers)Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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12/29/2021 12:55:32 PM
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Coming Soon
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