Control Winds– 5th Level Priest Spell (Player’s Handbook)

Control Winds– 5th Level Priest Spell (Player’s Handbook)

Control Winds– 5th Level Priest Spell (Player’s Handbook)





Control Winds


(Alteration)




Sphere: Weather



Range: 0

Components: V, S

Duration: 1 turn/level

Casting Time: 8

Area of Effect:40-ft./level radius

Saving Throw: None





By means of a control winds spell, the caster is able to alter wind force in the area of effect. For
every three levels of experience, the caster can increase or decrease wind force by
one level of strength. Wind strengths are as follows:




Wind Force

Miles Per Hour

Light Breeze

2-7

Moderate Breeze

8-18

Strong Breeze

19-31

Gale

32-54

Storm

55-72

Hurricane

73-176





Winds in excess of 19 miles per hour drive small flying creatures–those
eagle-sized and under–from the skies, severely affect missile accuracy, and make
sailing difficult. Winds in excess of 32 miles per hour drive even man-sized
flying creatures from the skies and cause minor ship damage. Winds in excess of 55
miles per hour drive all flying creatures from the skies, uproot small trees,
knock down wooden structures, tear off roofs, and endanger ships. Winds in
excess of 73 miles per hour are of hurricane force.


An “eye” of 40-foot radius, in which the wind is calm, exists around the
caster. Note that while the spell can be used underground, if the spell is cast in
an area smaller than the area of effect, the eye shrinks 1 foot for every foot
of confinement. For example, if the area of effect is a 360-foot area, the eye
shrinks by 10 feet to a 30-foot radius; a space under 320 feet in a radius
would eliminate the eye and subject the spellcaster to the effects of the wind.
Once the spell is cast, the wind force increases or decreases by 3 miles per hour
per round until the maximum or minimum speed is attained. The caster, with one
round of complete concentration, can stabilize the wind at its current
strength, or set it to increase or decrease. However, the rate of the change cannot be
altered. The spell remains in force for one turn for each level of experience
of the caster. When the spell is exhausted, the force of the wind wanes or waxes
at the same rate, until it reaches the level it was at before the spell took
effect. Another caster can use a control winds spell to counter the effects of a like spell up to the limits of his own
ability.




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