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Dungeons & Dragons 5e Spell


Wild Winds of Chaos

Level 7 •

Casting Time: 1 action
Range: Self (60 ft
Components: V, S
Duration: Concentration
, up to 1 minute
Damage Type: Multiple

Save: Strength
User Created: This is an unofficial, user-created spell.
Check with your DM about using this spell.
A 60-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: Acid (1), Cold (2), Fire (3), Force (4), Lightning (5), Poison (6), Psychic (7), Thunder (8).

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you (into the wind). 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.
Verbal Component: Creo Chao Ventus

Class: Sorcerer

Domain: Chaos

Tags: Damage

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