Capricious Zephyr
3.5th Edition
5th Edition
Blowing on your twirling hand, you complete the spell, creating a roiling ball of dust and gale-force winds.
A ball of swirling wind and dust moves as you direct it, pushing your foes across the battlefield. From its starting point, a capricious zephyr moves 30 feet per round in the direction you point, regardless of the presence or absence of terrain.
If the sphere enters a space with a creature, it stops moving for that round and tries to bowl over the creature with its wind force. That creature must resist a bull rush attack from the capricious zephyr, which has a +6 bonus on the check. If the spell wins the bull rush, it pushes the creature as far as it can in a random direction (roll 1d8; 1 indicates a push into the square closest to you, and 2 through 8 indicate the other squares, moving clockwise around the creature). Any creature pushed by the sphere must succeed on a Reflex save or fall prone.
A capricious zephyr moves as long as you actively direct it (a move action for you). Otherwise, it merely stays at rest and attempts to bowl over anyone in its square. The spell ends if the distance between the sphere and you ever exceeds the spell's range.
You conjure a swirling 5-foot-diameter sphere of wind and dust that whirls across the battlefield. The zephyr moves up to 30 feet per round in a direction you choose when you use your bonus action to direct it. If you do not direct it, it remains in place. The sphere can hover and move over terrain, ignoring elevation changes.
When the sphere enters a creature's space for the first time on a turn or starts its turn in a creature’s space, that creature must make a Strength saving throw or be pushed 10 feet in a random direction (roll a d8 to determine direction) and fall prone on a failed save. On a successful save, the creature is not pushed and remains standing.
The sphere has a +6 modifier on any contested ability checks (such as shoving a creature) made as part of resolving push effects. The sphere stops moving for the turn once it enters a creature’s space and resolves its effect.
The zephyr ends if it moves beyond 120 feet of you.
At Higher Levels. When you cast this spell using a higher level spell slot, increase the push distance by 5 feet for each slot level 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.
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