You feel the wind currents swirl around you within the casting range. As you focus on a space you can see the wind currents begin to whip up and whirl in a 15 ft sphere, and this sphere can be moved with you as you move. This sphere allows you to push light creatures and sails. Any creature inside of the sphere has to make a con saving through if they are a medium or larger size creature they have advantage. If they fail then the terrain becomes difficult.
This spell has the ability to move or boost the speed of a boat or power, an airship that uses a sail for magical movement. The spell can be used to double the speed of the sailing boat, but if the boat stays at this speed for an extended amount of time there is a 1/4th chance that the sails might break (DM rolls 1d4 and breaks on a 1). More than one spellcaster can increase the effects of this spell. If the second spellcaster wants to increase the speed of the ship he is able to double the spells speed, but in doing so the DM rolls an addition d4 if either is 1 the sails begin to break. The second spellcaster could also try and make the spell more safe and stable. changing the die that the DM roll to be a d8.







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