Wufflykins
2016-11-24, 10:34 AM
Playing a Sylph(Air Genasi) Storm Sorceror in an upcoming campaign and was sorely disappointed by the choices for wind spells on offer thus far - so I've ported some from various places (3.5&Pathfinder).
Let me know where I've gone overboard (probably everywhere)!
Looking for ideas to fix Gust, as it's a rubbish cantrip and deserves it's place on the ash heap.
WIND LISTENING
Transmutation Cantrip
Casting Time: 1 Action
Range: 120ft
Components: S
Duration: Concentration, up to 1 minute
You point your finger towards a location or creature within range that you can either see or is in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees).
A zephyr carries sound across the wind allowing you to hear as if you were standing in the space of the chosen creature or location. If a creature is targeted the spell follows them, and the zephyr doesn't have to follow a straight line and can travel freely around corners or through openings within range as long as there is an unobstructed path for air to travel between you and the target area (this does not require line of effect, meaning the path can turn corners and go through spaces no smaller than 1 square inch).
WINDY ESCAPE
1st-level transmutation
Class: Druid, Sorceror
Casting Time: 1 reaction, which you take when targeted by an attack
Range: Self
Components: V, S
Duration: Instantaneous
You respond to an attack by briefly becoming vaporous and insubstantial, allowing the attack to pass freely through you. You halve the attack's damage against you and negate any poison, sneak attacks, or critical hit effect from that attack.
BINDING WINDS
2nd-level evocation
Class: Druid, Sorceror
Components: V, S
Casting Time: 1 action
Range: 300ft.
Target: One creature
Duration: Concentration, up to 1 minute
Calling upon the power of elemental air, you encircle the target in whipping winds.
The subject must succeed on a Dexterity saving throw or be considered restrained for the duration, the winds carry its voice away, so it can speak but cannot be heard, and it cannot hear anything but the roar of the winds. This spell distracts spellcasters, and so a Concentration check is required to successfully cast any spell (DC equal to this spell’s DC). Furthermore, no sound or language dependent spells or effects can be cast into or out of the winds (though spells cast by you upon yourself function normally). Ranged weapon attacks made into or out of the winds are made at disadvantage. Binding winds holds flying creatures in midair. A creature restrained by the winds can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
GLIDE
2nd-level transmutation
Casting Time 1 standard action
Components V, S, M (a leaf)
Range personal
Duration until landing or 1 minute
You take no damage from falls (as if from feather fall). In addition, you can move up to 5 feet in any horizontal direction for every 1 foot you fall, at a speed of 60 feet per round. You cannot use this spell to actually gain height, merely coast in other directions as you fall. If subjected to a strong wind or any other effect that causes you to rise you can take advantage of it in order to increase the distance you can glide. The spell ends as soon as your feet touch the ground regardless of its remaining duration. If the spell expires while you are still in the air you fall the remaining distance as normal.
GUSTING SPHERE
2nd-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a strand of light coloured hair)
Duration: Concentration, up to 1 minute
A flying 5-foot-diameter sphere of wind appears in an unoccupied space of your choice within range and lasts for the duration.
Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 1d8 thunder damage on a failed save, or half as much damage on a successful one.
As a bonus action, you can move the sphere up to 30 feet in any direction. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage and the sphere stops moving this turn. Additionally a target that fails it's save is pushed up to 15 feet in a direction of your choice.
The sphere and all squares in a 5ft radius is treated as an area of severe wind, deafening all within and applying disadvantage on ranged weapon attacks that pass through it.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
DOWNDRAFT
3rd-level evocation
Class: Cleric, Druid, Sorceror
Components: V, S, M
Casting Time: 1 action
Range: 400 ft.
Area: Cylinder (30- ft. radius, 100 ft. high)
Duration: Instantaneous
Dropping the small carving in your hand to the ground, you crush it with your foot as you recite the last few words of the spell. In the distance you see a column of air turn a hazy gray. The air column then blasts toward the ground, and you hear a distant whoosh.
Downdraft sends a column of turbulent air rushing toward the earth. Airborne creatures caught in the area of a downdraft must succeed on a Strength saving throw or take 3d8 bludgeoning damage and immediately plummet up to 100 feet straight downward, taking falling damage (1d6 points of damage per 10 feet fallen) and falling prone if the downdraft makes them hit the ground or collide with an object. Those who succeed on the save take half damage and plummet only 50 feet.
Creatures already on the ground must succeed on a Dexterity save or be knocked prone by the spell.
Material Component: A balsa-wood bird carving, which is crushed underfoot.
GRAVITY WELL
3rd-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a tiny ball of bat guano and sulfur)
Duration: Instantaneous
A bright streak flashes from your pointing linger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire-damage on a failed save, or half as much damage on a successful one, the fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels. When you east this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
DEFENESTRATING SPHERE
4th-level evocation
Class: Druid, Sorceror
Components: V, S, M (grey pearl worth 100gp).
Casting Time: 1 action
Range: 120ft
Effect: 2-ft.-radius sphere
Duration: Concentration, up to 1 minute.
From the pearl you hold between your thumb and ring finger erupts a cloudy gray sphere of whirling air and howling wind that flies to attack your enemies.
When you cast this spell, you create a 2ft diameter flying sphere of violently swirling air.
As a bonus action, you can make the sphere travel up to 60 feet per round and strike a creature or object you indicate as a spell attack. Any creature struck by the sphere takes 4d6 points of thunder damage from the force of its winds, cannot take reactions until the start of their next turn and huge or smaller creatures are swept up by the sphere and driven 1d8x10 feet into the air, dropping 1d6x5 feet from their original position in a direction of your choice, landing prone and taking falling damage as normal.
If some obstacle prevents the subject creature from reaching its expelled height or distance, 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 fall damage when drops 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.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the height and distance thrown increases by 1d8 and 1d6 respectively for each two slot levels above 4th.
RIVER OF WIND
4th-level evocation
Casting Time 1 standard action
Components V, S
Range 120 ft.
Area 120-ft. line
Duration Concentration, up to 1 minute
Summoning up the power of the tempest, you direct a current of forceful winds where you please. This spell creates a 5-foot-diameter line of wind-the direction of the wind is away from your location when you cast the spell, and remains constant in that direction for the spell duration. Creatures caught in a river of wind are pushed 20 feet in the wind's direction of flow, take 4d6 thunder damage and are knocked prone. A successful Constitution save halves the damage and prevents being moved and knocked prone.
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. A creature that begins its turn wholly or partially within a river of wind must make a Constitution save or be pushed 20 feet in the wind's direction of flow, take 2d6 thunder damage, and be knocked prone-a successful Constitution save means the creature merely takes half damage. Creatures under the effect of freedom of movement and creatures with the air subtype are unaffected by a river of wind.
Let me know where I've gone overboard (probably everywhere)!
Looking for ideas to fix Gust, as it's a rubbish cantrip and deserves it's place on the ash heap.
WIND LISTENING
Transmutation Cantrip
Casting Time: 1 Action
Range: 120ft
Components: S
Duration: Concentration, up to 1 minute
You point your finger towards a location or creature within range that you can either see or is in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees).
A zephyr carries sound across the wind allowing you to hear as if you were standing in the space of the chosen creature or location. If a creature is targeted the spell follows them, and the zephyr doesn't have to follow a straight line and can travel freely around corners or through openings within range as long as there is an unobstructed path for air to travel between you and the target area (this does not require line of effect, meaning the path can turn corners and go through spaces no smaller than 1 square inch).
WINDY ESCAPE
1st-level transmutation
Class: Druid, Sorceror
Casting Time: 1 reaction, which you take when targeted by an attack
Range: Self
Components: V, S
Duration: Instantaneous
You respond to an attack by briefly becoming vaporous and insubstantial, allowing the attack to pass freely through you. You halve the attack's damage against you and negate any poison, sneak attacks, or critical hit effect from that attack.
BINDING WINDS
2nd-level evocation
Class: Druid, Sorceror
Components: V, S
Casting Time: 1 action
Range: 300ft.
Target: One creature
Duration: Concentration, up to 1 minute
Calling upon the power of elemental air, you encircle the target in whipping winds.
The subject must succeed on a Dexterity saving throw or be considered restrained for the duration, the winds carry its voice away, so it can speak but cannot be heard, and it cannot hear anything but the roar of the winds. This spell distracts spellcasters, and so a Concentration check is required to successfully cast any spell (DC equal to this spell’s DC). Furthermore, no sound or language dependent spells or effects can be cast into or out of the winds (though spells cast by you upon yourself function normally). Ranged weapon attacks made into or out of the winds are made at disadvantage. Binding winds holds flying creatures in midair. A creature restrained by the winds can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
GLIDE
2nd-level transmutation
Casting Time 1 standard action
Components V, S, M (a leaf)
Range personal
Duration until landing or 1 minute
You take no damage from falls (as if from feather fall). In addition, you can move up to 5 feet in any horizontal direction for every 1 foot you fall, at a speed of 60 feet per round. You cannot use this spell to actually gain height, merely coast in other directions as you fall. If subjected to a strong wind or any other effect that causes you to rise you can take advantage of it in order to increase the distance you can glide. The spell ends as soon as your feet touch the ground regardless of its remaining duration. If the spell expires while you are still in the air you fall the remaining distance as normal.
GUSTING SPHERE
2nd-level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a strand of light coloured hair)
Duration: Concentration, up to 1 minute
A flying 5-foot-diameter sphere of wind appears in an unoccupied space of your choice within range and lasts for the duration.
Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 1d8 thunder damage on a failed save, or half as much damage on a successful one.
As a bonus action, you can move the sphere up to 30 feet in any direction. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage and the sphere stops moving this turn. Additionally a target that fails it's save is pushed up to 15 feet in a direction of your choice.
The sphere and all squares in a 5ft radius is treated as an area of severe wind, deafening all within and applying disadvantage on ranged weapon attacks that pass through it.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
DOWNDRAFT
3rd-level evocation
Class: Cleric, Druid, Sorceror
Components: V, S, M
Casting Time: 1 action
Range: 400 ft.
Area: Cylinder (30- ft. radius, 100 ft. high)
Duration: Instantaneous
Dropping the small carving in your hand to the ground, you crush it with your foot as you recite the last few words of the spell. In the distance you see a column of air turn a hazy gray. The air column then blasts toward the ground, and you hear a distant whoosh.
Downdraft sends a column of turbulent air rushing toward the earth. Airborne creatures caught in the area of a downdraft must succeed on a Strength saving throw or take 3d8 bludgeoning damage and immediately plummet up to 100 feet straight downward, taking falling damage (1d6 points of damage per 10 feet fallen) and falling prone if the downdraft makes them hit the ground or collide with an object. Those who succeed on the save take half damage and plummet only 50 feet.
Creatures already on the ground must succeed on a Dexterity save or be knocked prone by the spell.
Material Component: A balsa-wood bird carving, which is crushed underfoot.
GRAVITY WELL
3rd-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a tiny ball of bat guano and sulfur)
Duration: Instantaneous
A bright streak flashes from your pointing linger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire-damage on a failed save, or half as much damage on a successful one, the fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels. When you east this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
DEFENESTRATING SPHERE
4th-level evocation
Class: Druid, Sorceror
Components: V, S, M (grey pearl worth 100gp).
Casting Time: 1 action
Range: 120ft
Effect: 2-ft.-radius sphere
Duration: Concentration, up to 1 minute.
From the pearl you hold between your thumb and ring finger erupts a cloudy gray sphere of whirling air and howling wind that flies to attack your enemies.
When you cast this spell, you create a 2ft diameter flying sphere of violently swirling air.
As a bonus action, you can make the sphere travel up to 60 feet per round and strike a creature or object you indicate as a spell attack. Any creature struck by the sphere takes 4d6 points of thunder damage from the force of its winds, cannot take reactions until the start of their next turn and huge or smaller creatures are swept up by the sphere and driven 1d8x10 feet into the air, dropping 1d6x5 feet from their original position in a direction of your choice, landing prone and taking falling damage as normal.
If some obstacle prevents the subject creature from reaching its expelled height or distance, 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 fall damage when drops 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.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the height and distance thrown increases by 1d8 and 1d6 respectively for each two slot levels above 4th.
RIVER OF WIND
4th-level evocation
Casting Time 1 standard action
Components V, S
Range 120 ft.
Area 120-ft. line
Duration Concentration, up to 1 minute
Summoning up the power of the tempest, you direct a current of forceful winds where you please. This spell creates a 5-foot-diameter line of wind-the direction of the wind is away from your location when you cast the spell, and remains constant in that direction for the spell duration. Creatures caught in a river of wind are pushed 20 feet in the wind's direction of flow, take 4d6 thunder damage and are knocked prone. A successful Constitution save halves the damage and prevents being moved and knocked prone.
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. A creature that begins its turn wholly or partially within a river of wind must make a Constitution save or be pushed 20 feet in the wind's direction of flow, take 2d6 thunder damage, and be knocked prone-a successful Constitution save means the creature merely takes half damage. Creatures under the effect of freedom of movement and creatures with the air subtype are unaffected by a river of wind.