Wind Spells

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More Wind Spells

Unleash the storm.

A once sunny sky suddenly blackens as unnatural clouds race against the wind. Lightning flashes, thunder roars, and the wind swirls threatening to rip apart anyone or anything unfortunate enough to not have a sturdy shelter. Upon a hill, the sorcerer grins, unleashing the full fury of the storm upon a helpless goblin horde.

Call Storm

Wizard, Sorcerer, Druid, Cleric

Level: 1st
Casting Time: 1 action
Range: Self
Components: V, S, M (A bowl filled with water)
Duration: Concentration, 1 minute
School: Evocation

The caster attempts to summon a storm into the skies above him or her. He or she must be able to see the sky or the spell automatically fails. Whenever this spell is cast, the DM rolls 1d20 in secret to determine the severity of the storm. The DM reveals how much water in the bowl evaporates as the spell is cast. The more water that is consumed, the more severe the storm will be. The caster has no control over this storm. If the caster loses concentration for the duration of the spell, the storm dissipates immediately. Otherwise, the storm must run its course before the caster can cast this spell again.

Striking Gale

Wizard, Sorcerer, Druid, Cleric

Level: 3rd
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (A small decorative fan)
Duration: Instantaneous
School: Evocation
Save: Dexterity
Damage: Force

The caster points to a location within range. A sudden gale blows around that location ferociously and slashes everything around it. Each creature in a 20-foot-radius centered on that point must make a Dexterity saving throw. A target takes 5d6 damage on a failed save, or half as much damage on a successful one. Creatures large or smaller must then succeed on a Strength saving throw or be pushed 20ft away from the center of the gale.

The gale blows around corners. It blows out torches and other small non-magical sources of light, damages tiny structures, and tosses small and tiny objects.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and push back by 5ft for each slot level above 3rd.

Tornado

Wizard, Sorcerer, Druid, Cleric

Level: 8th
Casting Time: 1 action
Range: 300 feet
Components: V, S, M (A pinch of dust and a butterfly wing)
Duration: Concentration, 1 minute
School: Evocation
Save: Dexterity
Damage: Force

This spell requires the caster to be in open air. If the spell is cast in an area where the caster cannot see the sky, i.e. underground, the spell automatically fails. The caster temporarily takes control of the weather and creates a thunderstorm. If there is already a storm, it gets worse, otherwise a storm appears instantaneously after the spell is cast.

One round after the storm is created (or instantly if a storm is already present), the storm spawns a tornado on an area within range that the caster chooses. The center of the tornado occupies only one space. Any creature within 30ft of the tornado's center must succeed on a dexterity saving throw or take 12d6 slashing damage from the debris, half damage on a save. Light structures, e.g. hay, thatch, thin wood, automatically fail this saving throw and take 12d6 slashing damage.

Creatures of large size or smaller within 10ft of the tornado's center must also roll a strength saving throw to avoid being picked up and thrown by the tornado. On a successful save the creature remains in its space. On a failed saving throw, the creature also takes 6d4 bludgeoning damage and is thrown 50 feet from the center of the tornado. Structures that have been collapsed by the tornado can also be picked up and thrown.

As a bonus action the caster can move the tornado at a speed of 20 feet.

Any creatures that start their round or come into the raging wind must continue to make saves until they are clear of the tornado's range

After the duration ends, or concentration is lost, the tornado remains for 1d6 rounds and moves in a random manner before dissipating.

At Higher Levels: If cast as a 9th level spell, the tornado increases its intensity, dealing an additional 6d6 slashing damage from debris, and creatures of size Huge or smaller become affected by the winds. Tiny and small creatures automatically fail this save. The caster also maintains control until the spell ends, unless concentration is broken.

 

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