Zephyr
(Evocation)


L^: mu2
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R#: 0
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D^: 1s
C^: v.s.m
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CT: 2s
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S^: None
A^: 1" path, 1/2" per level in length
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Effect: By means of this spell,
a gentle draft of air moves from the spell caster and travels in the direction that he or she is facing.

It continues until the maximum AREA of effect is reached.
The force of the zephyr is sufficient to cause small flames to waver and dance.
It fans flames && fires of larger size, making them hotter (+1 on damage dice, if applicable).
It will hold back moving clouds of vapors (such as a cloudkill) for 1 round.
It will weaken such vapors as fog cloud and wall of fog so as to reduce their duration by half.
It will move stagnant air, vapors, or even poisonous gases backwards by 1", and this force likewise reduces their duration and potency by half,
unless the vapor or gas is renewed by some source.

MC: A piece of fine parchment, accordion-folded and tacked near the bottom by a pin of ivory or silver.

<relate this to the rules for Wind in the WSG>


<
UA, A^:
mu3 = 1 x 2
mu4 = 1 x 2
mu5 = 1 x 3
mu6 = 1 x 3
mu7 = 1 x 4
mu8 = 1 x 4
mu9 = 1 x 5
mu10 = 1 x 5
>