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Dungeons & Dragons Spells

DnD Spell L5 Wind Bindings

Dungeons and Dragons – Mystara

Spells – Level 5 – Wind Bindings

3e-mgp-ea08 mgp1008
3e-mgp-ea08 mgp1008 – Elementalist – The Primordial Force

Wind Bindings

  • 5th Level Evocation
  • Secret Crafts: Airologist
  • Casting time: 1 action
  • Range: 90 ft
  • Components: V, S, M (iron filings)
  • Duration: Concentration, up to 1 minute.
  • Wind pushes down on the target requiring it to make a Strength saving throw to move at half speed. While held in place, all attacks are at disadvantage. You can select the direction of the wind and force the creature 10 ft in that direction if they fail another Strength saving throw. Spellcasters affected have disadvantage to maintain concentration to keep their spells.
  • Huge or larger creatures have advantage on the saving throw, Gargantuan and Colossal are unaffected.
  • Secret Crafts: You can add your current manifestation aura to the distance moved.

Available Spell Lists

Spell ListSecret CraftAirologist

R – Ritual Spells.
Sourcebooks: bls, br, mgp1008, mhh, ph, scag, xge

Design changes for Spells

Original Spell Lists: Cleric, Druid, Sorcerer, Wizard

One thing to note, is that all spells that I am adding into this blog have the Spell list removed from them, besides anything I might be doing to tweak them for my home campaign. There is a source there if you want to look up the original version of the spell for your own campaigns, but mine does not need that information.

What has been added is the Secret Crafts, which replace the spell lists, as all spells not from the players handbook will only be available as part of the secret crafts of the world.

3rd Edition Version

  • Wind Bindings
  • Evocation [Air]
  • Level: Clr 5, Drd 5, Sor/Wiz 5
  • Components: V, S, M/DF
  • Casting Time: 1 action
  • Range: Medium (100 ft + 10 ft/level)
  • Target: One creature.
  • Duration: 1 round/level
  • Saving Throw: Special
  • Spell Resistance: Yes

A storm-like force presses on the target from all sides, keeping it from moving. The creature can make a Strength check (DC 18) to move at half speed each round. While the wind holds it in check, the creature suffers a -2 to all its attack rolls and saving throws. You can direct the wind’s strength from an direction, even up and down, nd the creature must make a Fortitude save to avoid being moved 10 feet in that direction. If the creature is moved upwards or in a way that is not touching the ground, it cannot attempt to move or resist any further movement by the caster. Spellcasters trapped like this must roll a Concentration check (DC 15 + spell’s level) or loose any spell they try to cast. Huge and larger creatures gain a +2 to their checks and saving throws, and Gargantuan and Colossal creatures are not affected.

Material Component Focus: iron fillings.

Content Updates

  • 2021-08-26 – Update to layout and menu.
D&D 5E Rules Reference

Encounters: NPCs, Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, Fey, Fiends, Giants, Humanoids, Monstrocity, Oozes, Plants, Undead

Spells: Rituals Spells, Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation

Crafts: Air, Blood, Bureau, Celestial, Craft, Crypt, Dark, Dragon, Earth, Element, Elven, Fire, Mech, Nature, Preserve, Sail, Shade, Skald, Sky, Wagon, Water, Weapon, Void

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B5, d20 System, Pathfinder, SW

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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