Gust of Wind: Difference between revisions

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  | Rank || 2
   | Required Spheres ||  [[Air Sphere]] 2
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   | Required Spheres ||  Air 2
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   | Range ||  Self
   | Range ||  Self

Revision as of 15:20, 5 August 2019

Required Spheres Air Sphere 2
Range Self
Area 10 yards x Rank
Duration Instant
Casting Verbal, Somatic
Effect This spell creates a severe blast of air ( 60+ mph ) that originates from you, affecting all creatures in its path.
A Tiny or smaller creature on the ground is knocked prone and rolled 3 yards x Rank, taking 1 point of non-lethal damage per yard. If flying, a Tiny or smaller creature is blown back 6 yards x Rank and takes 2 points of non-lethal damage due to battering and buffeting.
Small creatures are knocked prone by the force of the wind, or if flying are blown back 4 yards x Rank.
Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 2 yards x Rank.
Large or larger creatures may move normally within a gust of wind effect.

Any creature, regardless of size, takes a -2 penalty on ranged attacks and Perception checks in the area of a gust of wind. ||

The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights. ||

In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.

Additionally, the caster can instead choose increase or decrease the speed of existing wind by 10mph per rank with a maximum speed of 80mph OR shift the angle of the wind's direction by up to 45 degrees. Speeds higher than 80mph are not affected.