Difference between revisions of "Wind Passage (spell)"

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[[File:Wind Passage (spell).jpg|right|525px|thumb]]
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'''Wind passage''' transforms the recipient and all that's carried into a substanceless wisp of cloud-like vapour, allowing safe travel through the air at the present [[Wind Speed|speed of wind]].  Even in a [[Hurricane|hurricane]], the recipient's force will maintain it's unity and move as it will within the wind's reaches, while able to observe all around.  The recipient must move with the wind; if there is no wind, the spell can transform the recipient into vapour, but movement is not possible.
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Transforms the substance of the recipient into a wisp of cloud-like vapors, allowing them to travel up to speeds of 20 hexes per round, or six miles an hour.
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For all intents and purposes, the affected creatures are nearly "invisible" to observers, who might at best detect a slight mist or smokiness as it passes by — and surely not at all in wind speeds that are greater than a gentle wind.  Use of a [[Penetrate Disguise (spell)|penetrate disguise]] spell will reveal the transformation; but in most cases the speed of travel will make this detection fleeting and useless.
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Progress can be made to three points of the 16-point compass rose, to the left or right of the wind's direction.  '''For example''', if the wind were blowing north, the recipient could move in any direction from west-northwest through to east-northeast; but could not move directly west or east, nor in any direction to the south.
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Any recipient may choose to restore themselves to a corporeal existence with a single [[Action Points|action point]].  However, once the spell is discarded, it's gone and cannot be restored until it's cast again.  The spell's best effect is as a means to travel safely, observe and perhaps "land" in a strategically valuable location for assaulting an enemy.
  
Travel may be vertical to a maximum of 1,000 feet above the landscape, or level with the ground. Creatures so affected are not invisible, but appear as mist and are transparent. Creatures able to detect invisibility may guess at the correct nature of the mist, but most will presume it is nothing more than what it appears.
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[[Category: Clerical Spells]][[Category: Don't Review until 2022]]
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[[Category:Needs Rewrite]]
 

Revision as of 18:40, 25 November 2021

Wind Passage (spell).jpg

Wind passage transforms the recipient and all that's carried into a substanceless wisp of cloud-like vapour, allowing safe travel through the air at the present speed of wind. Even in a hurricane, the recipient's force will maintain it's unity and move as it will within the wind's reaches, while able to observe all around. The recipient must move with the wind; if there is no wind, the spell can transform the recipient into vapour, but movement is not possible.

Wind Passage
Range touch
Duration 1 hour per level
Area of Effect 1 creature, +1 per 2 levels above 16th
Casting Time 3 rounds
Saving Throw none
Level cleric (7th)

For all intents and purposes, the affected creatures are nearly "invisible" to observers, who might at best detect a slight mist or smokiness as it passes by — and surely not at all in wind speeds that are greater than a gentle wind. Use of a penetrate disguise spell will reveal the transformation; but in most cases the speed of travel will make this detection fleeting and useless.

Progress can be made to three points of the 16-point compass rose, to the left or right of the wind's direction. For example, if the wind were blowing north, the recipient could move in any direction from west-northwest through to east-northeast; but could not move directly west or east, nor in any direction to the south.

Any recipient may choose to restore themselves to a corporeal existence with a single action point. However, once the spell is discarded, it's gone and cannot be restored until it's cast again. The spell's best effect is as a means to travel safely, observe and perhaps "land" in a strategically valuable location for assaulting an enemy.