Wild Winds of Chaos (5e Spell)
A 100-foot long, 15-foot wide line of gale-force wind infused with swirling, multicolored strands of wild magic blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must make a Strength saving throw. On a failed save, a creature takes 10d8 damage and is pushed 30 feet away from you in a direction following the line. On a successful save, a creature takes half damage and isn't pushed back. Choose one of the d8s. The number rolled on that die determines the wind's damage type, as shown below.
d8 | Damage Type |
---|---|
1 | Acid |
2 | Cold |
3 | Fire |
4 | Force |
5 | Lightning |
6 | Poison |
7 | Psychic |
8 | Thunder |
7th-level evocation | |
Casting time: | 1 action |
---|---|
Range: | Self (100-foot line) |
Components: | V, S |
Duration: | concentration, up to 1 minute |
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The chaotic wind disperses gas or vapor, and it extinguishes flames within the area.
As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
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