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Gust of Wind: Difference between revisions
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{{hatnote|For the equivalent [[Way of the Four Elements]] Monk spell, see {{SAI|Rush of the Gale Spirits}}.}} | |||
{{hatnote|For the equivalent | |||
{{SpellPage | {{SpellPage | ||
| name = Gust of Wind | | name = Gust of Wind | ||
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| race learns at level 2 = | | race learns at level 2 = | ||
| summary = This spell allows spellcasters to conjure a squall to clear dangerous gasses or throw creatures back, potentially causing a dangerous fall. | | summary = This spell allows spellcasters to conjure a squall to clear dangerous gasses or throw creatures back, potentially causing a dangerous fall. | ||
| description = Summon a strong wind that clears all clouds. Any creatures caught in the gale who fail a [[Strength]] {{SavingThrow}} will be pushed back {{Distance| | | description = Summon a strong wind that clears all clouds. Any creatures caught in the gale who fail a [[Strength]] {{SavingThrow}} will be pushed back {{Distance|m=5}} and be thrown {{Cond|Off Balance}}. | ||
| cost = action, spell2 | | cost = action, spell2 | ||
| attack roll = | | attack roll = | ||
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| condition = Off Balance | | condition = Off Balance | ||
| condition duration = 1 | | condition duration = 1 | ||
| condition save = Strength | | condition save = STR | ||
| condition dc = caster | |||
| save = Strength | |||
| save dc = caster | |||
| area = | | area = | ||
| area category = | | area category = |
Latest revision as of 07:24, 15 August 2024
For the equivalent Way of the Four Elements Monk spell, see .
Gust of Wind is a level 2 evocation spell. This spell allows spellcasters to conjure a squall to clear dangerous gasses or throw creatures back, potentially causing a dangerous fall.
Description
Summon a strong wind that clears all clouds. Any creatures caught in the gale who fail a Strength Saving throw will be pushed back 5 m / 17 ft and be thrown .
Properties
- Cost
- Action + Level 2 Spell Slot
- Details
- STR Save (Spell save DC)
- Range: Self
- AoE: 12 m / 40 ft (Line)
At higher levels
Casting this spell at a higher level grants no additional benefit.
Condition: Off Balance
Duration: 1 turn
Spell save DC Strength saving throw
- The affected entity has Disadvantage on Strength and Dexterity Ability checks, and Attack rolls against the entity have Advantage.
- Removed by taking damage or when .
How to learn
Classes:
- Class Level 3: Druid, Sorcerer, Wizard, and Tempest Domain (Domain Spell)
- Class Level 6: Storm Sorcery (Storm Spell)
- Class Level 7: Eldritch Knight
- Class Level 8: Arcane Trickster
Granted by the following items:
- Amulet of Windrider ( Recharge: Short rest)
Notes
- A successful Saving throw means that a creature is neither pushed back, nor goes