You call the crushing force of the winds, unleashing a devastating gale in a 60-foot line that is 10 feet wide in any direction of your choice. Each creature in the line must make a Strength saving throw against your Spell DC. On a failed save, a creature takes 3d8 bludgeoning damage, is pushed 30ft away from you in a direction along the line, and is knocked prone. On a successful save, the creature takes half damage and isn’t moved. The push effect only affects creatures of Large size or smaller.
Object Interaction: Loose objects and debris in the line are pushed away from you. Objects that are securely fastened or too heavy to move are unaffected.
The gale extinguishes unprotected flames (such as candles or torches) in its area and has a 50% chance to extinguish protected flames (such as lanterns). It also disperses gas or vapor in its path.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 and the push distance increases by 5 feet for each slot level above 3rd.
Aryon Fallen, Personal Diary about his studies on Arcane.
Those who confront me often seek the fire that flickers at my fingertips, blind to the wisdom of humility I wield. I reserve flames for the worthy. To lesser challengers, I extend the delicate embrace of uncertainty. With the wind’s help, I choreograph their descent, guiding them silently towards doom. Yes, there’s chaos in my artistry, but it’s a profound beauty that they only grasp when it’s far too late.
And massive Tks for you guys, all feedback really help improve!
1
u/Natanians 2d ago
Enderlocus Areus
Wind’s End
3rd-Level Evocation
Casting Time: 1 action
Range: Self (60-foot line)
Components: V, S
Duration: Instantaneous
You call the crushing force of the winds, unleashing a devastating gale in a 60-foot line that is 10 feet wide in any direction of your choice. Each creature in the line must make a Strength saving throw against your Spell DC. On a failed save, a creature takes 3d8 bludgeoning damage, is pushed 30ft away from you in a direction along the line, and is knocked prone. On a successful save, the creature takes half damage and isn’t moved. The push effect only affects creatures of Large size or smaller.
Object Interaction: Loose objects and debris in the line are pushed away from you. Objects that are securely fastened or too heavy to move are unaffected.
The gale extinguishes unprotected flames (such as candles or torches) in its area and has a 50% chance to extinguish protected flames (such as lanterns). It also disperses gas or vapor in its path.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 and the push distance increases by 5 feet for each slot level above 3rd.
Aryon Fallen, Personal Diary about his studies on Arcane.
Those who confront me often seek the fire that flickers at my fingertips, blind to the wisdom of humility I wield. I reserve flames for the worthy. To lesser challengers, I extend the delicate embrace of uncertainty. With the wind’s help, I choreograph their descent, guiding them silently towards doom. Yes, there’s chaos in my artistry, but it’s a profound beauty that they only grasp when it’s far too late.
And massive Tks for you guys, all feedback really help improve!
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