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 duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.
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 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 your later turns, you can change the direction in which the Line blasts from you.
* - (a legume seed)
Making the save at cast and at the end affected creature's turn makes this so much more useful. Legacy is basically a free disengage for whomever gets blown away.
- Legacy: opponent in melee range gets blown back 15 ft, pushes back up using 30ft as 15ft to get back into melee. I'm still stuck in his face.
- 2024: Opponent ends turn in melee, gets blown back, I get to move further away
Can the caster force another save by redirecting?
main hickup here is that had it retained it's 2014 wording, it would have now been a neat tool for pushing my melee-origented allies into the front lines with the new rules for willingly failing a saving throw. Way harder to push someone into the enemy when they have to be within 60 feet of you by the end of their turn. Oh well, control spells like these work better with a party of ranged attackers, and if you really wanted to pull this stunt you could always get like a dog sled or something.