Difference between revisions of "Touch Wind (spell)"
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|time=1 action | |time=1 action | ||
|comp=S | |comp=S | ||
− | |summary=You seize the air and compel it to create one of several minor effects. | + | |summary=You seize the air and compel it to create one of several minor effects. |
− | |description=You seize the air and compel it to create one of the following effects at a point you can see within range. | + | |description=You seize the air and compel it to create one of the following effects at a point you can see within range. Unless a creature witnesses your somatic component, there is no overt sign that you or anyone else caused this effect. |
* One Medium or smaller creature you choose must succeed on a {{str}} [[saving throw]] or be pushed up to 5 feet in a direction of your choice. A flying or swimming creature has [[disadvantage]] on this saving throw. | * One Medium or smaller creature you choose must succeed on a {{str}} [[saving throw]] or be pushed up to 5 feet in a direction of your choice. A flying or swimming creature has [[disadvantage]] on this saving throw. | ||
* A small gust of air moves one unattended object that weighs no more than 5 pounds. The object is pushed up to 10 feet in any direction. It isn’t pushed with enough force to cause damage. | * A small gust of air moves one unattended object that weighs no more than 5 pounds. The object is pushed up to 10 feet in any direction. It isn’t pushed with enough force to cause damage. |
Revision as of 07:52, 3 May 2020
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Player's Guide |
System Reference |
Compendium |
cantrip-point transmutation | |
Casting time: | 1 action |
Range: | 60 feet |
Components: | S |
Duration: | Instantaneous |
You seize the air and compel it to create one of the following effects at a point you can see within range. Unless a creature witnesses your somatic component, there is no overt sign that you or anyone else caused this effect.
- One Medium or smaller creature you choose must succeed on a Strength saving throw or be pushed up to 5 feet in a direction of your choice. A flying or swimming creature has disadvantage on this saving throw.
- A small gust of air moves one unattended object that weighs no more than 5 pounds. The object is pushed up to 10 feet in any direction. It isn’t pushed with enough force to cause damage.
- You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.