The caster traces the air with their fingers and outstretches their hand, creating a cylinder that is 60 feet long, with a radius of 10 feet, which causes the air within it to ferociously whip and whirl. Any object or creature caught within these winds must make a Constitution saving throw taking 4d6 slashing damage from the winds, and 4d6 bludgeoning damage from debris carried by it on a failed throw, or half as much damage on a successful one. This attack does double damage to structures. Additionally, if the wind passes through any environmental hazard that would deal fire, lightning, cold, or acid damage (such as a lit campfire/torch, vat of acid, or Storm Sphere spell) it will carry this hazard within it, and deal an additional 2d4 damage of the hazard’s type, also halved by a successful saving throw. Damage of a single type cannot increase with multiple hazards (2 Sleet Storms will still only deal 2d4 cold damage), but can include multiple types of damage (a lava pit and a Hunger of Hadar will deal an extra 2d4 fire and 2d4 acid damage).
This spell also ignores any cover, and can destroy nonmagical objects of wood or similar durability, creating holes in shelters and blowing doors off of their hinges. It also disperses any gaseous spell such as Fog Cloud or Cloudkill. These spells are only entirely dispelled if this one eliminates them completely, otherwise they remain active and are removed from this spell’s area of effect.
* - (A Roc feather and a handful of maple seeds)Previous Versions
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8/21/2025 5:51:00 AM
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Coming Soon
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