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Wind Breath
(Evocation)
(Air)


L^: wj2
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R#: 0
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D^: Instantaneous
C^: v.s.m
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CT: 1r
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S^: 1/2
A^: Cone 6" and 3" wide at base
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!@@
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!##

Effect: This spell allows the wu jen to fill his lungs and expel a mighty breath of air of tremendous strength.
The strength of this wind is approx. 5 mph for every level of the caster.

If the wind is blowing at 30 to 50 mph (a strong gale),
    there is a 10% chance that small boats capsize,
    a 1% chance that ships capsize,
    a 10% chance that a man is knocked over.
    There is a 20% chance that branches snap, light articles are blown away, and tents || sails tear.
    A man receives 1 point of damage from sand && grit.

If the wind blows at 60 to 70 mph, the storm force winds create
    a 70% chance that small boats capsize,
    a 20% chance that ships capsize,
    and a 50% chance that a man is knocked down.
    In this wind,
    trees bend and there is a 70% chance that branches snap,
    and a 20% chance that a tree trunk snaps.
    Medium size articles are blown away, and there is a 50% chance that tents || sails are torn in the winds,
    and a 40% chance that shacks are blown down.
    A man receives 1d4 points of damage from sand && grit.
    Flying creatures are blown back 10 to 30 feet.

If the winds are hurricane force (80 to 130 mph), <71 to 130?>
    there is a 100% chance that small boats capsize,
    a 70% chance that ships capsize.
    There is a 70% chance that a man is knocked down,
    a 30% chance he is knocked down and bowled 10 to 40 feet (1d6 damage/10 feet).
    In this wind, there is a 70% chance that tree trunks snap,
    and a 100% chance that branches are ripped from trees.
    Heavy articles are blown away,
    medium articles are ripped from fastenings,
    and tents || sails are destroyed 70% of the time.
    There is a 70% chance that common buildings are blown down and
    a 60% chance that shacks are flattened.
    A man receives 1d8 points of damage from blown objects,
    and flying creatures are blown back 50 to 100 feet.
<compare to divine wind>

During winds of 140 to 180 mph, <131 to 180?>
    ships are capsized,
    men are knocked down and blown 10 to 60 feet (1d6 damage/10 feet),
    and they also receive 1d12 points of damage from blown stones.
    Flying creatures are blown out of the sky (51% damage suffered).
    Trees are uprooted,
    large stones are flung into the air,
    tents && sails are destroyed, and
    shacks are flattened.
    There is a 70% chance that common buildings are blown in,
    a 50% chance that roofs are torn away,
    and a 10% chance that stone walls collapse.

When winds are 190 mph or more,
    ships are capsized and broken up,
    wooden buildings collapse,
    and roofs are torn away.
    There is a 50% chance that stone walls collapse.
    Men are blown 50 to 100 feet (1d6 damage/10 feeet)
    and also suffer 3d10 points of damage from blown items.
    Flying creatures are forcibly knocked from the sky (75% damage suffered).

The DM must adjudicate the effects of the wind on other items, using
the above effects as a guideline. Those outside of the AREA of effect do not
notice the tremendous winds, although objects may be blown out of the
spell's AREA into their path.

<compare with WSG(wind, tents), and, DMG(structural damage)>

MC: A fan with an artistic value of 5 or more ch'ien.
 
 






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