Zephyr
(Evocation)
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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
>