Spells / Control Winds
Control Winds
transmutation air
LevelDruid 5, Hunter 5, Shaman 5Casting time1 standard actionRange40 ft./levelArea40 ft./level radius cylinder 40 ft. highDuration10 min./levelSaving throwFortitude negatesComponentsV, S
Engine mechanics - what the game actually does
TerrainFortitude save negates
40 ft/CL cylinder: change wind direction and strength by 1 category per 3 CL (up to hurricane), Fortitude negates, 10 min/CL
Classified by SpellMechanics from this spell's own body text; the same object drives the game engine, the cards, and this page.
Description
You alter wind force in the area surrounding you. You 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 until you choose to alter your handiwork, which requires concentration. You may create an "eye" of calm air up to 80 feet in diameter at the center of the area if you so desire, and you may choose to limit the area to any cylindrical area less than your full limit. Wind Direction : You 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. 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 Strength : For every three caster levels, you can increase or decrease wind strength by one level. Each round on your turn, a creature in the wind must make a Fortitude save or suffer the effect of being in the windy area. See Environment for more details. Strong winds (21+ mph) make sailing difficult. A severe wind (31+ mph) causes minor ship and building damage. ...