Control Winds
(Alteration)
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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.
Control Wind: Omar takes the enemy by storm.
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.