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 spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
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, torches, 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 each of your turns before the spell ends, you can change the direction in which the line blasts from you.
* - (a legume seed)
Fus ro DAH!!!
Tasha made it optional to add it to the ranger spell list. It is not on the ranger spell list by default.
How would this work for jumping? I running a complex trap gauntlet where one hallway has a stone dragon figured head that is "casting" this. Also, in the hallway is a 10ft wide pit trap they will need to jump over to continue. So hypothetically, if the PC takes the Dash action, they can have 30ft of movement while fighting the wind. They are able to get 10ft for the running long jump and have strength score of 12. Are they able to clear the 10ft gap or does the wind reduce their jumping distance to 6ft instead of 12ft?
Kind of hidden in the DM's guide but strong winds do impose disadvantage.
Strong Wind
A strong wind imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks that rely on hearing. A strong wind also extinguishes open flames, disperses fog, and makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall.
A strong wind in a desert can create a sandstorm that imposes disadvantage on Wisdom (Perception) checks that rely on sight.
https://www.dndbeyond.com/sources/dmg/adventure-environments#StrongWind
Would also make sense for it to half the range of projectiles
How would this spell work against flying creatures, would they be at more of a disadvantage?
"Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you." Doesn't specify land or air-based movement so I would rule it applies to both.
Can this spell work with ship sails ?
Can this spell drive winds into a ship sail
It's a strong wind so I don't see why not. Bear in mind the spell only lasts a minute, though
This spell would not move the caster based on the direct reading of the spell. In my campaign, one player said that this spell would move the caster 15 in the direction of the wind when cast. The DM sided with the other player. I did not press the issue there, but I would like to discuss it with him later. My interpretation of this spell is that the caster is not moved by this spell unless there is something that the wind is hitting that it cannot pass through. Do you guys agree with this interpretation?
So Tulin's, basically.
Homebrew: If the creature fails the save by 5 or more, it is also knocked prone.
Can someone confirm if this spell has an immediate effect or not?
My group assumed when you cast the spell, every creature in the way would have to make a saving throw, then on the start of their turn they need to make another saving throw.
Is this incorrect?
The "Available For" section doesn't mention it but a Four Elements Monk can also take this spell.