Casting Time: 1 action
Components: V, S, M (a golden effigy of the creature type chosen, worth 500 gp, which the spell consumes)
You can call a deadly spirit wind to scour the area of one type of creature, which you declare to be anathema. Any of those enemies that die from the spirit wind only strengthen your allies. As you cast this spell, name one creature type: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead; or one race of humanoids (such as elves). All creatures of that type or race within 360 feet of you (not including you, if you are of that type or race) take 10d10 radiant or necrotic damage (caster’s choice), or half damage on a successful Constitution saving throw. For each creature that dies from this effect, you may grant yourself or one ally within range one of the following benefits:
- 10 temporary hit points
- regain hit points equal to 1d8 + your spellcasting modifier
- the creature’s next successful weapon attack or damaging cantrip effect within the next minute deals 1d8 additional radiant or necrotic damage (caster’s choice) A single creature may not receive more than one of these benefits.
Some deities take offense at the use of a spirit wind, especially if the cleric purports to serve them but uses it against those the deity does not regard as anathema. In such cases, the cleric may be required to answer for his or her actions before the deity.
At Higher Levels: When you cast this spell using a 9th-level spell slot, name a second creature type or race that the spirit wind damages.
Mysteries of the Gods: New Cleric Domains and Spells for Fifth Edition 1.0 published by Tribality.com (Innovaworks Inc.); Copyright 2016 Brandes Stoddard