Level
2nd
Casting Time
1 Action
Range/Area
Self
Components
V, S, M *
Duration
Concentration
1 Minute
School
Evocation
Attack/Save
STR Save
Damage/Effect
Control
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
* - (a legume seed)
So, this spell does not have an immediate effect , correct? If I cast it towards an enemy, I have to wait until it's his turn for it to have an effect?
The spell claims it "blasts from you" I would assume it happens on your turn. I don't think this would wait for something to happen to you for it to work. their would have to be a gust of wind in a line for the creature to be effected by it in the first place right?
You're correct about the movement effects which only apply at the start of the creature's turn.
But, there are immediate effects in the 3rd paragraph: "The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them."
Hmm, a legume seed. Like a bean? HMM....
Well, at least it's not the material component for Stinking Cloud, I guess...
Awesome spell for a pirate adventure.
I was thinking the same
Fletch Stormtale is very fond of this spell
Any idea how much of an effect it would have against a floating creature? Like a death kiss for example?
Casting word is:
Torentium Cyclonicus
Spells like this are great when at sea (sailboats), in tunnels or corridors and with environmental hazards.
Pair with grease from another spellcaster and watch your foes fail to make any progress!
Homebrew spell improvement for our campaign:
Tiny creatures on the ground when the wind starts to blast are knocked prone and take 1d6 bludgeoning damage. If this damage would reduce a creature to 0 hit points, it falls unconscious but is stable.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the gust of wind has a 50 percent chance to extinguish non-instantaneous magical flames caught in its area of effect, such as a flaming sphere or a section of a wall of fire. The level of the targeted spell must be equal to or less than the level of the spell slot you used. Roll the percentile die when the gust first blasts through the magical flames, or whenever such a flame is introduced to the wind. Unaffected magical flames dance wildly, but otherwise function as normal for their duration.
How do you get your charges back?
Does this affect ranged weapons aimed at you?
If you mean spell slots, then it's a long rest (short if you're a Warlock). Magic items also generally regain them on a long rest, or you can simply click on the filled-in box to unuse a chargeþ
Not by the rules of the spell, but you could definitely homebrew something - perhaps "Ranged attacks which pass through this spell's area have a -2 penalty to hit"? I might increase the level of the spell however to compensate.
Seems handy with Manifest Mind from Order of Scribes, since you can have it originate from wherever your Mind is, like the middle of a battlefield.
Ok feel like affecting ranged attacks steps on the uses of Warding Wind.. although depending on the direction of which the projectile is moving, I would house rule either an attack roll penalty like -2 or reduce the range of missile projectile
why is this not a ranger spell on here? Tashas added it to the ranger spell list
This spell could be better than expedition retreat at times, by hampering the enemy or by speeding up your friends. No save, move me 15' forward please and escape a bit more easily.
Party members stuck in magical terrain and eating damage, use this to move them.
Defeat opportunity attacks by freely shifting friends away from big bads.
don't way of the four element monks get this spell as well?