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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Other Planes and Effects
Below is information about this spell as it relates to other planes and area of effects (i.e. underwater). Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to handle spell effects.
Underwater - Verbal Component
Official rules have been verified by Jeremy Crawford - "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath." Hence, while submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component. After casting the spell, if the creature can't breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).