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🌪️🐐💥 Amidst the clamor of battle, the sorcerer raises her arms to the sky, a tuft of goat hair clutched tightly in her fist. With a powerful incantation, the air begins to swirl violently as an otherworldly tornado descends upon the field. The spectral forms of goats, their bleats echoing like thunder, spiral within the vortex.

As the whirlwind rages across the terrain, it moves erratically, changing direction as if guided by the capricious will of nature itself. A goblin, caught off-guard, watches in horror as the tornado turns towards him. With a roll of the dice, the tornado heads east, straight for the goblin.

The air is filled with the bizarre spectacle of screaming goats being hurled at the hapless creatures in the tornado's path. Warriors duck and weave, trying to escape the unpredictable path of the whirlwind. Above the din, the sorcerer laughs, her spell adding a touch of wild, chaotic fun to the fray. 🌪️🐐💥 

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Whirl of the Chaotic Woolwind

8th-level Evocation

Casting Time: 1 action

Range: 150 feet

Components: V, S, M (a tuft of goat hair)

Duration: 1 minute

Classes: Sorcerer, Wizard

A whirlwind howls down to a point on the ground you specify within range. Upon casting, a tornado filled with the furious bleats and spectral forms of goats forms and starts rampaging across the battlefield. The tornado measures 10 feet wide at the base, 30 feet wide at the top, and up to 40 feet high.

On each of your turns after you cast this spell, the tornado moves 20 feet in a random direction. Roll a d4 to determine the direction: 1 for North, 2 for West, 3 for South, and 4 for East.

When the tornado enters a creature's space for the first time on a turn or a creature enters its space during their turn, that creature must make a Strength saving throw. On a failed save, the creature takes 10d10 bludgeoning damage and is caught in the tornado for the spell's duration. While caught, the creature is restrained and can use an action to make a Strength or Dexterity check against your spell save DC to escape. On a success, the creature is flung 3d10 × 10 feet in a random direction from the tornado and falls prone.

If the tornado passes over a fire, it becomes a fiery cyclone, causing creatures that fail their save to take an additional 3d6 fire damage.

If the tornado moves over an area with a creature that is larger than Large, or if it tries to capture a fourth Medium creature, it will automatically fail to catch that creature.

Any creature that ends its turn within 10 feet of the tornado must succeed on a Dexterity saving throw or have a screaming goat hurled at them. On a failed save, roll 1d4 to determine the die used for the bludgeoning damage:

  • 1: 1d4
  • 2: 1d6
  • 3: 1d8
  • 4: 1d10

Then, roll ten of the determined dice to calculate the bludgeoning damage from the goat projectile.

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