Tolodine's Killing Wind (5e Spell)

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Design Note: This page was created using the Epic Magic (10th+ Level Magic) Variant Rule.

Tolodine's Killing Wind
10th-level Conjuration
Casting time: 1 action
Range: 300 feet
Components: V
Duration: Concentration, up to 10 minutes


Billowing vapors race from you at a tremendous speed, coalescing into a 60-foot-radius sphere centered on a point you choose within range. The cloud spreads around corners. It lasts for the duration or until strong wind disperses the cloud, ending the spell. Its area is heavily obscured.

When the cloud appears, each creature in it must make a Constitution saving throw. A creature drops to 0 hit points on a failed save, or takes 7d6 acid damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time in a turn or ends its turn there. A creature that succeeds its first saving throw becomes immune to having its hit points reduced to 0 by this spell for 24 hours, instead taking 14d6 acid damage on subsequent failed saves. Creatures are affected even if they hold their breath or don’t need to breathe.

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