Binding Winds

3.5th Edition
Calling upon the power of elemental air, you encircle the target in whipping winds.   The subject can act normally, but it cannot move from its current location. 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 + the level of the spell being cast).   Furthermore, no sonic 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 attacks made into or out of the winds take a —2 penalty. Binding winds holds flying creatures in midair.
 
5th Edition
You call upon elemental air to bind a creature within a swirling column of shrieking wind. Choose one creature within range that is Large or smaller. The target must succeed on a Dexterity saving throw or be surrounded by binding winds for the duration.   While affected:
  • The creature cannot move from its current space, though it may otherwise act normally.
  • The winds muffle all sound within the area. The creature cannot be heard by creatures outside the winds, and the creature is Deafened.
  • Sonic and Language-Dependent effects cannot pass into or out of the wind.
  • The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.
  • Flying creatures are held aloft and still.
A creature held by the winds may repeat the Dexterity saving throw at the end of each of its turns, ending the effect on a success.   At Higher Levels. When you cast this spell using a higher level spell slot, you may target one additional creature for every two slot levels above its base level.
 

This is a rare option

This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.

This is a stub

This article will be expanded upon in the future

This is a
Good Article
Spell Descriptors
Air
2nd Edition
Level
ANSWER
School
ANSWER
Range
ANSWER
Save
ANSWER
Duration
ANSWER
Components
ANSWER
AoE
ANSWER
Casting Time
ANSWER

 
3.5th Edition
Level
Druid 2, Windstorm 2
Components
V, S
Casting Time
1 Standard Action
Range
Medium (100 feet + 10 feet/level)
Target
One Creature
Duration
Concentration
Saving Throw
Reflex negates
Spell Resistance
Yes

 
4th Edition

 
5th Edition
Level
Druid 2, Warlock 2
Casting Time
1 Action
Range
120 Feet
Components
V, S
Duration
Concentration; Up to 1 Minute

 
Pathfinder 2e
Tags
ANSWER
Traditions
ANSWER
Cast
Range
ANSWER
Defense
ANSWER

 

Verbal Components

{The words spoken in English to invoke this magic; if applicable}
Cavellan
{The translated words spoken in Cavellan to invoke this magic}
Maherasi
{The translated words spoken in Maherasi to invoke this magic}
Celestial
{The translated words spoken in Celestial to invoke this magic}
Infernal
{The translated words spoken in Infernal to invoke this magic}
Pit-Tongue
{The translated words spoken in Pit-Tongue to invoke this magic}
High Draconic
{The translated words spoken in High Draconic to invoke this magic}
High Elvish
{The translated words spoken in High Elvish to invoke this magic}

Somatic Components

{A 2-3 sentence description of the motions done by the caster with one or both hands to invoke this magic, if applicable}.

Comments

Please Login in order to comment!