Whip Winds (spell)
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Player's Guide |
System Reference |
Compendium |
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.
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.
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.