Control Winds
(Alteration)



 
 
L^: d5
-
R#: 0
-
D^: 1t*
C^: v.s.m
-
CT: 7
-
S^: None
A^: 4"/level radius hemisphere
-
MP: 39
-
UW : No

Effect: By means of a control wind spell the druid is able
to alter wind force in the AREA of effect.

For every level of his or her
experience, the druid is able to increase or decrease wind force by 3 miles per hour.

* Winds in excess of 30 miles per hour drive small flying creatures
(those eagle-sized and under) from the skies and severely inhibit missile
discharge.
* Winds in excess of 45 miles per hour drive even man-sized
flying creatures from the skies.
* Winds in excess of 60 miles per hour drive all flying creatures from the skies and uproot trees of small size, knock
down wooden structures, tear off roofs, etc.
* Winds in excess of 75 miles per hour are of hurricane force and cause devastation to all save the strongest stone constructions.

A wind above 30 miles per hour makes sailing difficult,
above 45 miles per hour causes minor ship damage,
above 60 miles per hour endangers ships,
and above 75 miles per hour sinks ships.

There is an "eye" of 4" radius around the druid where the wind is {calm}.
A higher level druid can use a control winds spell to counter the effects of a like spell cast by a lower level druid (cf. control weather). The spell remains in force for 1 turn for each level of experience of the druid casting it.
Once the spell is cast, the wind force increases by 3 miles per hour per round until maximum speed is attained.
When the spell is exhausted, the force of the wind diminishes at the same rate.
Note that while the spell can be used in underground places, the "eye" will shrink in direct proportion to any confinement of the wind effect, i.e. if the area of effect is a 48" radius, and the confined space allows only a 46" radius, the "eye" will be a 2" radius; and any space under 44" radius will completely eliminate the "eye" and subiect the spell caster to the effects of the wind.
 

WSG: When cast for the purpose of countering a control
weather or control temperature spell, this magic completely
negates the previously cast spell, reinstates the natural weather
or temperature conditions that were in effect beforehand, and
then creates a wind of the desired velocity. This wind does have
the power to affect other naturally existing conditions, if it is
strong enough (it will dissipate moderate or heavy fog, neutralize
a sandstorm within the area of effect, and so forth) - and, unlike
control weather, the natural weather will not necessarily resume
when the spell duration expires: if a sandstorm, for instance,
would have abated by the time this spell ends, then it will not resume.
The spell does not have the power to change large-scale
weather conditions; for instance, it cannot cause storm clouds to
move rapidly away or come closer, because the area of effect is
not nearly large enough to affect the upper atmosphere where
these clouds are located.