Wild Winds of Chaos (5e Spell)

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Wild Winds of Chaos
7th-level evocation
Casting time: 1 action
Range: Self (100-foot line)
Components: V, S
Duration: concentration, up to 1 minute


A 100-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, as shown below.

d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. 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.


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