Air spells v1

by SeethingGinger

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New Spells

Constricting Currents

6th level Conjuration


  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S, M (An Ice Snakes shed skin)
  • Duration: Concentration up to 1 minute

On your command, the air forms into bands of swirling wind around a single creature that you can see within range. It must make a Strength saving throw. If it fails the saving throw its speed is reduced to 0, it is restrained, and lifted 10 feet into the air. A creature can make a Strength save at the end of each of its turns. On a successful save, the creature breaks free and is no longer affected by the spell. As a bonus action, on your turn, you can move a single creature affected by this spell 15 feet through the air. The creature moves slowly, and maintains the height of 10 feet above the ground.


At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

Defenestrating Sphere

4th level Conjuration


  • Casting Time: 1 Action
  • Range: 120 Feet
  • Components: V, S, M (a small gray pearl worth at least 50gp)
  • Duration: Concentration, up to 1 minute

When you cast this spell, you create a violently swirling sphere of air at any point within range. As a bonus action, you can make the sphere travel up to 30 feet and strike a creature or object you specify, entering its space. That creature must make a Constitution saving throw. On a failed save, It takes 3d6 bludgeoning damage and is swept up by the sphere. The Sphere throws the creature towards the nearest window, if there is one, or in a random direction otherwise. When it is thrown, it moves 1x8x10 feet away and also 1d6x5 feet up, taking falling damage as normal. If some obstacle prevents the thrown creature from reaching its expected height, it takes 1d6 points of damage for every 10 feet of movement it was unable to complete, so that a creature Hurled 50 feet up in a room with a 20-foot ceiling would take 3d6 points of damage from the impact, then take 2d6 points of damage when it falls back to the ground. The sphere can affect a maximum of one creature or object per round, and winks out if it exceeds the spell’s range.

Downblast

3nd level Conjuration


  • Casting Time: 1 Action
  • Range: 150 Feet
  • Components: V,S,M (a handful of earth)
  • Duration: Instantaneous

You summon blasts of wind to push creatures out of the air. Chose a creature you can see within range. That creature must make a dexterity saving throw. huge or larger creatures have advantage on this save. If it fails the saving throw, the winds push it downward with the speed of a fall, up to 80 feet. If a creature contacts the ground or another object during this fall, it takes 1d6 damage per 10 feet it was pushed, as if it was falling.

Durmaths Wrathful Fist

8nd level Conjuration


  • Casting Time: 1 Action
  • Range: 120 Feet
  • Components: S
  • Duration: Concentration, up to 1 minute

With a punching gesture, you summon a devastating fist of air to crush your opponents. Choose a creature that you can see within range. It must make a dexterity saving throw. If it fails, it takes 12d10 damage, becomes prone and is stunned until the end of its next turn. If it passes the save, it takes half damage. Until the spell ends, you may use a bonus action on your turn to punch a target within range.

Fling

3rd level Conjuration


  • Casting Time: 1 Action
  • Range: Touch
  • Components: S
  • Duration: Instantaneous

By gently flicking the creature, you send a creature flying through the air. It must make a Strength Saving throw. If it fails the saving throw, the creature is tossed 60 feet away from you. The creature is lifted 10 feet off the ground for each 10 feet it is flung. If a creature stops short of the full distance, it takes 1d6 bludgeoning damage per 10 feet left in the fling from the force of the stop, and then falls to the earth. If it is stopped short by hitting a creature, the creature hit also takes the damage.


At Higher Levels When you cast this spell using a spell slot of 4th level or higher, the distance tossed increases by 10 feet, and the damage by 1d6, per spell level above 3rd.

Howling Gale

5th level Conjuration


  • Casting Time: 1 Action
  • Range: 120 Feet
  • Components: V, S
  • Duration: Concentration up to 1 minute

As you reach skyward, a howling, shrieking wind descends on a point you can see within range. A Cylinder with a radius of 20 feet and 50 feet high is centered on the point. Intense Winds batter and beat those within while shrieking with a maddening howl. Each Creatures within the spells area when it is created must make a dexterity saving throw. If a creature fails, it is deafened, and their movement is reduced to 0. Creatures cannot fly within the cone, and any flying creature that enters into the area of the spell for the first time on each of its turns must make a strength saving throw. If it fails the save, it comes crashing straight down. A creature within the area of the spell at the start of their turn or when entering it for the first time in a round must make a dexterity Saving throw. A success ends the effect on the creature.

Serrated Gust

4th level Conjuration


  • Casting Time: 1 Action
  • Range: Self (60 Foot line)
  • Components: V, S, M (a cluster of broken glass)
  • Duration: Instantaneous

A barrage of whipping, lashing wind howls from your hand to abrade your enemies. Each Creatures in a 60 foot line, 5 feet wide originating from you must make a dexterity saving throw. If a creature fails the saving throw, it takes 7d6 damage and is pushed 5 feet away from the line. On a successful save, it takes half that damage and is not pushed.


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

Updrafts

7th level Transmutation


  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: S, M (a bronze whistle)
  • Duration: Concentration up to 1 minute

You gather the winds around you to lift up and bolster you and your allies, making you light and nimble as the air itself. Chose 4 allies you can see within range and no more than 30 feet apart to be affected by the spell. Creatures affected by the spell gain the following benefits

  • May not be targeted by opportunity attacks
  • Have advantage on dexterity saving throws
  • Creatures gain +2 AC versus Ranged Weapon Attacks
  • Affected creatures gain a fly speed equal to their speed, though they must maintain no more than 10 Feet from the ground or the spell ends for them.
  • When a creature affected by the spell makes a melee or ranged weapon attack, they also roll 1d4 and add it to the result.

Wind Blast

Conjuration Cantrip


  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S
  • Duration: Instantaneous

A small burst of wind explodes with a bang next to a target you can see within range. Make a ranged spell attack against the target. On A hit, the target suffers 1d6 thunder damage and is deafened until the end of its next turn
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Wrecking Squall

1st level Conjuration


  • Casting Time: 1 Action
  • Range: 60 Feet
  • Components: V, S, M (a dried oak leaf)
  • Duration: Instantaneous

A massive burst of wind explodes from a point you can see within range. Each Creature in a 20 foot radius sphere area must make a Strength saving throw. Targets that fail their saving throw are pushed outside the spells area to a space you choose, and then knocked prone.

 

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