BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Gust of Wind

LEVEL: 2nd   CASTING TIME: 1 Action   RANGE/AREA: Self   COMPONENTS: V, S   DURATION: Concentration 1 Minute   SCHOOL: Evocation   ATTACK/SAVE: STR Save   DAMAGE/EFFECT: Control  
  • A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
  • Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
  • The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
  • 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.
Concentration
  • Some Spells require you to maintain Concentration in order to keep their magic active. If you lose Concentration, such a spell ends.
  • If a spell must be maintained with Concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end Concentration at any time (no action required).
  • Normal activity, such as moving and attacking, doesn’t interfere with Concentration. The following factors can break concentration:
  • Casting another spell that requires Concentration. You lose Concentration on a spell if you cast another spell that requires Concentration. You can’t concentrate on two Spells at once.
  • Taking damage. Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your Concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage.
  • Being Incapacitated or killed. You lose Concentration on a spell if you are Incapacitated or if you die.
  • The GM might also decide that certain environmental phenomena, such as a wave Crashing over you while you’re on a storm--tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain Concentration on a spell.
Components
  • A spell's components are the physical requirements you must meet in order to cast it. Each spell's description indicates whether it requires verbal (V), or somatic (S). If you can't provide one or more of a spell's components, you are unable to cast the spell.
Verbal (V)
  • Most spells require the chanting of mystic words. The words themselves aren't the source of the spell's power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can't cast a spell with a verbal component.
Somatic (S)
  • Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures.

Remove these ads. Join the Worldbuilders Guild