3e SRD:Control Winds
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|This material is published under the OGL|
|Level:||Air 5, Drd 5|
|Casting time:||1 action|
|Area:||40 ft./level radius centered on the character|
|Saving Throw:||Fortitude negates|
The character alters wind force in the area surrounding the character. The character can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or the character chooses to alter his or her handiwork, which requires concentration. The character may create an "eye" of calm air up to 80 feet in diameter at the center of the area if the character so desires, and the character may choose to limit the effect to any circular area less than the character's full range.
Wind Direction: The character may choose one of four basic wind patterns to function over the spell's area:
A downdraft blows from the center outward in equal strength in all directions.
An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center.
A rotation causes the winds to circle the center in clockwise or counterclockwise fashion.
A blast simply causes the winds to blow in one direction across the entire area from one side to the other.
Wind Force: For every three caster levels, the character can increase or decrease wind force by one level of strength. Each round, a creature in the wind must make a Fortitude save or suffer the effect.
Strong winds (21+ mph) make sailing difficult. A severe wind (31+ mph) causes minor ship and building damage. A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships. Hurricane force winds (75+ mph) destroy wooden buildings, sometimes uproot even large trees, and cause most ships to founder. A tornado (175+ mph) destroys all nonfortified buildings and often uproots large trees.
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