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Wind Wall (Primordial Domain) in Tales of the Valiant

Tales of the Valiant Players Guide (pg. 323)

Wind Wall (Primordial Domain)

3rd ring Primordial, Evocation


Casting Time: 1 action
Range/Area: 120 ft
Components: V, S, M
Materials: (a tiny fan and a feather)
Duration: Concentration, Up to 1 minute
Attack/Save: Strength save
Damage/Effect: You conjure a wall of swirling winds that buffets nearby creatures and whisks away flimsy projectiles and airborne gasses.

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.

When the wall appears, each creature within its area must make a STR save. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a success.

The strong wind keeps fog, smoke, and other gasses at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can’t pass through it.


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