You create strong wind Line that emits from a point you can see within range.
The Line is 300 feet long and 50 feet wide and points in a direction you choose for the duration. Each creature in the Line must make on a Constitution saving throw, taking 8d10 Cold damage on a failed save or half as much damage on a successful one. A creature that fails the save loses Concentration has its speed is reduced by 20 feet until the end of its next turn. A creature can repeat the save at the end of each of its turns, ending the condition on itself on a successful save.
Any creature in the Line must spend 2 feet of movement for every 1 foot it moves closer to the orgin.
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 75 percent chance to extinguish them. When a creature moves more than half of its movement speed through the line on its turn, it must succeed on a Dexterity saving throw or have the Prone condition.
A creature that ends its turn must succeed on a Wisdom (Survival) check against your spell save DC or lose its bearings. On a failed save, it must roll on the table below for what it does on its turn:
| 1d8 | Behavior for the Turn |
|---|---|
| 1 | The target doesn’t take an action, and it uses all its movement to move. Roll 1d8 for the direction: 1, north; 2, northeast; 3, east; 4, southest; 5, south; 6, southwest; 7, west; or 8, northwest. |
| 2–4 | The target doesn’t move or take actions. |
| 5-7 | Roll 1d4: 1, the target falls prone; 2, The target is blinded for 1 round and doesn't take actions; 3, The target is Deafened for 1 round and uses all of its movement to move towards the orgin of the line; 4, The target is Frightened for 1 round, takes no actions, and uses all of its movement to move away from the orgin of the line. |
| 8 | The target chooses its behavior. |
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