Binding Winds
3.5th Edition
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.
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.
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.
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