You point in the direction of a creature and air starts to whirl around you and your finger. You release a bolt of pure wind, that can push enemies and damage them on impact.
The creature has to make a strength saving throw. On a failed save, the target takes 2d6 force damage, gets pushed back 30ft, and if no obstacle is found, they get knocked prone. Both damage and push distance are halved on a success. If the target hits a solid obstacle before being pushed all the way, they take 1 extra d6 bludgeoning damage for every 5ft that they have not been pushed. This damage is also halved on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 and push distance increases by 10ft for each slot level above 4th.
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7/29/2022 8:03:13 PM
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Posted Jul 29, 2022Just to make this clear:
If I cast the spell at 4th level, and the push distance is 30ft, and the target is pushed 20ft before hitting an obstacle, they will take an additional TWO d6 damage because they only traveled 20ft instead of the full 30. ([30 - 20] /5 = 2)