publish: true
aliases:

  • Psychic Wind
    created: 2026-03-09T12:15:34.390-04:00
    modified: 2026-03-09T12:15:34.390-04:00
    published: 2026-03-09T12:15:34.390-04:00
    tags:
  • ttrpg-cli/compendium/src/5e/dmg
    cssclasses:
  • json5e-note
    obsidianUIMode: preview

Psychic Wind

Source: Dungeon Master’s Guide p. 47

Psychic Wind Effects

dice: d20Location Effect
1-8Diverted, add 1d6 hours to travel time
9-12Blown off course, add 3d10 hours to travel time
13-16Lost, at the end of the travel time, characters arrive at a location other than the intended destination
17-20Sent through color pool to a random plane. Roll on Astral Color Pools table
^psychic-wind-effects
dice: d20Mental Effect
1-8Stunned for 1 minute—you can repeat the saving throw at the end of each of your turns to end the effect on yourself
9-10Short-term madness (see chapter 8)
11-122d10 psychic damage
13-164d10 psychic damage
17-18Long-term madness (see chapter 8)
19-20Unconscious for 1d10 minutes—the effect on you ends if you take damage or if another creature uses an action to shake you awake
^mental-effect