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.

d8Damage Type
1Acid
2Cold
3Fire
4Force
5Lightning
6Poison
7Psychic
8Thunder
Wild Winds of Chaos
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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