Pebble Wind

3.5th Edition
At your verbal command, the air nearby whirls and rises, carrying loose dirt and small objects into the air to pelt your foes. This spell functions as gust of wind (PH 238), except as noted herein. Instead of a path of wind, you create a whirling mass of air. The whirlwind carries sand, dirt, and other small objects (nothing heavier than a chicken egg) into the air, creating an opaque cloud of debris. Creatures must succeed on Fortitude saves as described in the gust of wind spell to avoid being checked or moved by the spell. Creatures blown over or moved by the wind are pushed in a random direction. The flying debris causes 1d4 points of bludgeoning damage per caster level (maximum 10d4 this damage is subject to damage reduction, and creatures are allowed a Reflex save for half damage. If the debris is primarily composed of soft or very small objects, such as loose soil, the spell deals 1d4 points of damage per two caster levels (maximum 5d4). The spell deals damage to objects within the spread, though hardness will usually negate this damage.
 
5th Edition
You summon a whirling burst of wind in a 20-foot-radius sphere centered on a point within range. The wind kicks up loose dirt, sand, and small objects (nothing heavier than a chicken egg), forming an opaque cloud of debris. The wind and debris have the following effects:   Creatures in the area must make a Strength saving throw or be pushed 10 feet in a random direction (roll a d8 for direction) and have their movement speed halved until the end of their next turn. On a success, a creature’s speed is unaffected. Flying creatures have disadvantage on this saving throw.   All creatures in the area take 5d4 bludgeoning damage (or 2d4 if the debris is soft, like loose soil), halved on a successful Dexterity saving throw. This damage bypasses resistance to magical damage but is subject to damage reduction, such as resistance to bludgeoning.   The area is heavily obscured until the end of your next turn.   Objects within the area take damage if they are unattended and susceptible (subject to DM discretion and object hardness).   At Higher Levels. When you cast this spell using a higher level spell slot, increase the damage by 1d4 for each slot level above its base level.
 

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Spell Descriptors
Air
2nd Edition
Level
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School
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Range
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Save
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Duration
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Components
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AoE
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Casting Time
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3.5th Edition
Level
Bard 3, Sorcerer 3, Wizard 3
Components
V
Casting Time
1 Standard Action
Range
Close (25 feet + 5 feet/2 levels)
Effect
20-foot-radius Spread
Duration
1 Round
Saving Throw
See text
Spell Resistance
No; See Text

 
4th Edition

 
5th Edition
Level
Bard 3, Sorcerer 3, Wizard 3
Casting Time
1 Action
Range
30 Feet
Components
V
Duration
1 Round

 
Pathfinder 2e
Tags
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Traditions
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Cast
Range
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Defense
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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}.

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