Level
8th
Casting Time
10 Minutes
Range/Area
2,000 ft.
Components
V, S, M *
Duration
8 Hours
School
Transmutation
Attack/Save
None
Damage/Effect

You create a mighty storm of driving rain and gale-force winds blowing in any direction you choose. This gale of your divine wind creates waves 10-30 feet high, automatically capsizing and sinking Large or smaller watercraft; Huge or larger ships must succeed on a sailing check with a DC equal to the spell's save DC or be capsized as well. Large or smaller land vehicles and siege weapons are likewise destroyed, while Huge or larger vehicles and siege weapons have a 50% chance of destruction.

Large or smaller wooden buildings (and tents and pavilions of any size) are automatically destroyed, while Huge or larger wooden buildings and tree trunks have a 25% chance of suffering massive damage. Stone buildings are safe from destruction (though falling trees may damage such buildings). Buildings consecrated by a hallow spell dedicated to your deity are never damaged by your divine wind, nor are trees or other vegetation within their grounds. Otherwise, exposed crops and gardens are 75% likely to be ruined.

If sand, dust, or snow is present in the area of your divine wind, it is carried aloft on the wind and blocks vision as if the entire area were lightly obscured, and it piles up in drifts 1d3-1 feet deep every 10 minutes, potentially burying creatures sheltering in sturdy buildings. The divine wind extinguishes Large or smaller fires immediately, while Huge or larger fires blow out after 10 minutes.

Creatures unable to find shelter take 1d10 points of bludgeoning damage every 10 minutes they are exposed to the pelting rain and howling wind. In addition, they must succeed on a DC 15 Constitution saving throw every 10 minutes or gain one level of exhaustion.

* - (a drum and flag, painted with the symbol for the wind)

Available For: Cleric (Legacy) Druid (Legacy) Cleric Druid

ForsythraDragoness

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