Campaign of the Month: January 2015
Skies of Glass
- Transmutation [Air]
- Level: Green/Blue 9
- Components: V, S
- Casting Time: 1 standard action
- Range: 40 ft./level
- Area: 40 ft./level radius cylinder 40 ft. high
- Duration: 10 min./level
- Saving Throw: None
- Spell Resistance: No
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 four caster levels (rounding down), you can increase or decrease wind strength in the area by one level. Creatures in the area suffer the effect of being in the windy area each round. This increase or decrease is not cumulative with other magical alterations of the local wind strength, but it can work against it. For instance, if someone else had increased the wind strength from light to severe, you could increase the wind strength to windstorm only if you had at caster level of 16 or higher, but you could drop it to strong with just a caster level of 4.
- Light Wind: A gentle breeze, having little or no game effect.
- Moderate Wind: A steady wind with a 50% chance of extinguishing small, unprotected flames, such as candles.
- Strong Wind: Gusts that automatically extinguish unprotected flames (candles, torches, and the like). Such gusts impose a –2 penalty on ranged attack rolls and on Perception checks.
- Severe Wind: In addition to automatically extinguishing any unprotected flames, winds of this magnitude cause protected flames (such as those of lanterns) to dance wildly and have a 50% chance of extinguishing these lights. Ranged weapon attacks and Perception checks are at a –4 penalty. This is the velocity of wind produced by a gust of wind spell.
- Windstorm: Powerful enough to bring down branches if not whole trees, windstorms automatically extinguish unprotected flames and have a 75% chance of blowing out protected flames, such as those of lanterns. Ranged weapon attacks are impossible, and even siege weapons have a –4 penalty on attack rolls. Perception checks that rely on sound are at a –8 penalty due to the howling of the wind.
- Hurricane-Force Wind: All flames are extinguished. Ranged attacks are impossible (except with siege weapons, which have a –8 penalty on attack rolls). Perception checks based on sound are impossible: all characters can hear is the roaring of the wind. Hurricane-force winds often fell trees.
- Tornado-Force Wind: All flames are extinguished. All ranged attacks are impossible (even with siege weapons), as are sound-based Perception checks. Tornado-force winds can uproot trees, destroy buildings, and causes similar forms of major destruction.
|Wind Force||Wind Speed||Ranged Attacks Normal/Siege Weapons||Checked Size||Blown Away Size||Fly Penalty|
- Siege Weapons: The siege weapon category includes ballista and catapult attacks as well as boulders tossed by giants.
- Checked Size: Creatures of this size or smaller are unable to move forward against the force of the wind unless they succeed on a DC 10 Strength check (if on the ground) or a DC 20 Fly skill check if airborne.
- Blown Away Size: Creatures on the ground are knocked prone and rolled 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet, unless they make a DC 15 Strength check. Flying creatures are blown back 2d6 × 10 feet and take 2d6 points of nonlethal damage due to battering and buffeting, unless they succeed on a DC 25 Fly skill check. A creature that avoids being blown away is remains stationary, but cannot make any forward progress without environmental aid (for instance, they might be able to make progress by bracing themselves and “climbing” along a nearby wall).