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Control Winds

Brian Hill edited this page Oct 5, 2026 · 1 revision

Control Winds

Control Winds (Arcana)
 * * * NOT IMPLEMENTED YET * * * [Air]
Level: Druid 5, Weather 5
Mana: 10. Base Success: 75%.
    Using this spell, a druid can evoke one of five distinct possible effects:
   Zone of Wind: The druid creates an area 6 squares in radius where winds thrash at terrible velocity. This makes the use of bows impossible and grants a -6 penalty to all thrown weapons. It extinguishes torches, prevents the entry of swarms into the area and requires spellcasters to make a Concentration check (DC 10 + twice your caster level) in order to cast spells.
   Hold Vapour: The spell can be used to paralyze any air elementals or similar gaseous creatures such as vampiric mists or mages using gaseous form. This affects all creatures within 60 feet of the casting druid.
   Still Air: This effect negates the Zone of Wind version above, destroys a wind wall and prevents anyone from using the gust of wind spell inside its area.
   Wind Shield: This version summons a corona of howling winds around the caster, granting her a +4 circumstance to AC and a Sound Resistance of 8.
   Hold Ship: This version of the Control Wind spell can be used to paralyze any ship- based moving encounter on the overland screen for one hour per caster level.

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