Boreal Wind (5e Spell)
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|Casting Time:||1 action|
|Components:||V, S, M|
|Duration:||Concentration, up to 1 minute|
|Casters:||Druid, Eldritch Knight, Sorcerer, Wizard|
Effect: Gust of wind (20 ft high and 20ft wide).
You create a strong surge of arctic air that originates from your fingertips and moves in the direction you are facing. This gust of wind automatically extinguishes candles, torches, and similar protected or unprotected flames, including lanterns. Large fires (such as a bonfires, a blacksmith's coals, or even a house fire) have a 50% chance of being extinguished. All creatures in the area take must make a Constitution saving throw or take 2d4 cold damage and reduce the creature's movement speeds by 10 feet on a failed save, or half as much damage and negate the movement speed loss on a successful one. A creature takes the same damage when it enters the area for the first time on a turn or ends its turn there. Creatures passing through the area must use 2 feet of movement for every 1 foot it moves towards you.
This wind can do anything that a sudden blast of wind would be expected to do. It can create stinging spray of sand or dust, overturn tents and blow down small huts, scuttle a boat, and blow gases or vapors to the edge of the range. You have to use your action on each of your turns to maintain the spell for its duration, you may use your bonus action during each of your turns to move the destination of the wind.
At Higher Levels. When you cast this spell with a slot of 4 level or higher the cold damage increases by1d4 and the penalty to movement increases by 10 feet for each spell slot above 3rd.
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|Action Type||Action +|
|Author||Gr7mm Bobb +|
|Caster||Druid +, Eldritch Knight +, Sorcerer + and Wizard +|
|Component||V +, S + and M +|
|Identifier||5e Spell +|
|Range||90 feet +|
|School||Evocation (disambiguation) +|
|Summary||You create a fierce gust of freezing wind that is 20 feet high and 20 feet wide.|
|Title||Boreal Wind +|