Difference between revisions of "Whip Winds (spell)"

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Latest revision as of 22:41, 23 December 2020

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3cuTCbz.png

4-point evocation
Casting time:  1 action
Range:  Varies
Components:  S
Duration:  1 minute

You whip up nearby winds to either lash out at one target within 60 feet, or sling a cyclone in a 10-foot radius around you.
  • If you lash out with the winds, one creature within 60 feet that you can see must make a Strength saving throw. On a failed save it takes 3d6 bludgeoning damage and is pushed 5 feet directly away from you. On a successful save it takes half as much damage and isn't pushed.
  • If you sling a cyclone with the winds, instead all creatures within 10 feet of you must make a Strength saving throw. On a failed save a creature takes 3d6 slashing damage and is pushed 5 feet directly away from you. On a successful save a creature merely feels an uncomfortable crosswind.
The winds continue to whip around you for the duration. While this spell persists, you can cause either of these effects again as an action.
     Upcast. You can upcast this spell by expending extra magic points when you cast it.  For each extra point, add 1d6 damage.
2nd-level evocation
Casting time:  1 action
Range:  Varies
Components:  S
Duration:  1 minute

You whip up nearby winds to either lash out at one target within 60 feet, or sling a cyclone in a 10-foot radius around you.
  • If you lash out with the winds, one creature within 60 feet that you can see must make a Strength saving throw. On a failed save it takes 3d6 bludgeoning damage and is pushed 5 feet directly away from you. On a successful save it takes half as much damage and isn't pushed.
  • If you sling a cyclone with the winds, instead all creatures within 10 feet of you must make a Strength saving throw. On a failed save a creature takes 3d6 slashing damage and is pushed 5 feet directly away from you. On a successful save a creature merely feels an uncomfortable crosswind.
The winds continue to whip around you for the duration. While this spell persists, you can cause either of these effects again as an action.
     At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, add 1d6 damage for each slot level above 2nd.