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: d20 | Location Effect |
|---|---|
| 1-8 | Diverted, add 1d6 hours to travel time |
| 9-12 | Blown off course, add 3d10 hours to travel time |
| 13-16 | Lost, at the end of the travel time, characters arrive at a location other than the intended destination |
| 17-20 | Sent through color pool to a random plane. Roll on Astral Color Pools table |
| ^psychic-wind-effects |
| dice: d20 | Mental Effect |
|---|---|
| 1-8 | Stunned for 1 minute—you can repeat the saving throw at the end of each of your turns to end the effect on yourself |
| 9-10 | Short-term madness (see chapter 8) |
| 11-12 | 2d10 psychic damage |
| 13-16 | 4d10 psychic damage |
| 17-18 | Long-term madness (see chapter 8) |
| 19-20 | Unconscious 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 |