Casting Time: 1 action
Range: 90 ft
Components: V, S
Duration: Concentration
, up to 1 minute
User Created: This is an unofficial, user-created spell.
Check with your DM about using this spell.
You create a 40-foot cube where a gentle, warm wind blows in from the south. Allied creatures in the breeze may spend a hit die as a free action once per turn to heal themselves. The breeze suppresses stronger wind effects in the area for the duration, whether natural or magical, if the winds do not originate from a spell of higher level.
When you cast this spell using a spell slot of 5th level or higher, the amount of healing your allies receive per hit die spent increases by +3 for every slot level above 4th.
Verbal Component:
Sana Ventulus
Classes: Bard, Cleric, Druid, Paladin, Ranger
Domain: Life
Tags: Healing
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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).