Difference between revisions of "Zephyr (spell)"
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− | '''Zephyr''' creates a | + | '''Zephyr''' is a spell that creates a gentle breeze that emanates outward from the spellcaster in virtually every direction, although the caster has the ability to restrict the wind's span to a 60° angle on the compass. |
{{Spelltable | {{Spelltable | ||
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| level = [[Mage 2nd Level Spells|mage (2nd)]] | | level = [[Mage 2nd Level Spells|mage (2nd)]] | ||
}} | }} | ||
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+ | This breeze possesses a mild force, less powerful than a [[Gust of Wind (spell)|gust of wind]], akin to wind conditions of [[Wind Speed|Force 3 or 4]], moving outwards in the chosen direction, outwards and expanding in an arc between the ground and 45° upwards, maintaining the same speed. | ||
− | As it | + | == Effects == |
+ | As it advances, the zephyr can extinguish [[Torch|torches]] and [[Lantern|lanterns]], regardless of how well protected they may be, for the magical can infiltrate even the tiniest crevices. This is sufficient to raise "white horses" upon water surfaces, raise dust and loose paper or move small branches upon trees. Lighter objects such as leaves, dust, seeds, and similar particles can be effortlessly swept from surfaces, while wind chimes and flags respond to its presence by swaying gently. | ||
− | The spell | + | The spell also has the capacity to disperse swarms of insects, including those summoned by spells like [[Insect Plague (spell)|insect plague]], [[Summon Insects (spell)|summon insects]] or [[Creeping Doom (spell)|creeping doom]]. Additionally, it can disrupt or impede the progression of various natural or magical phenomena such as [[Natural Fire|flames]], [[Gas-based Attacks|gasses]], [[Rain|rain]], [[Haze (cantrip)|haze]], [[Fog Cloud (spell)|fog]] and like effects such as [[Cloudkill (spell)|cloudkill]], whether natural or magical in nature. The effectiveness of the spell in countering these elements depends on the size of the affected area and the caster's level. |
− | : '''For example''' | + | : '''For example''', a caster would struggle to disperse a vast natural fog that blankets an entire valley, but a sufficiently skilled and higher-level caster could completely dissipate a finite, magical fog cloud localized in one place. The same principle applies to [[Precipitation (spell)|precipitation]] spells, which a caster of the appropriate level could evaporate. When confronted with a blazing fire, the zephyr's influence extinguishes the flames rather than intensifying them. |
− | + | == Flying Creatures == | |
+ | When directed against [[Fly|flying]] creatures, the zephyr imposes a -2 penalty on their chance [[Roll to Hit|to hit]] in [[Combat|combat]], albeit it does not significantly impede their other offensive capabilities. | ||
− | [[Category: Magical Spells]] | + | == Other Benefits == |
+ | The zephyr can lower [[Temperature Grades|temperatures]] temporarily in conditions hotter than [[Pleasant Conditions|pleasant]], bringing momentary relief to those suffering from heat stroke or fever. This calming and soothing effect may receive gratitude from those oppressed by daily heat, as clearing the warm air from a house can make it more comfortable for up to several hours. | ||
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+ | [[Category: Magical Spells]][[Category: Reviewed]] |
Latest revision as of 21:27, 23 October 2023
Zephyr is a spell that creates a gentle breeze that emanates outward from the spellcaster in virtually every direction, although the caster has the ability to restrict the wind's span to a 60° angle on the compass.
Range | self |
Duration | 1 round per level |
Area of Effect | moves outward at 10 ft. per level |
Casting Time | 1 round |
Saving Throw | none |
Level | mage (2nd) |
Contents
This breeze possesses a mild force, less powerful than a gust of wind, akin to wind conditions of Force 3 or 4, moving outwards in the chosen direction, outwards and expanding in an arc between the ground and 45° upwards, maintaining the same speed.
Effects
As it advances, the zephyr can extinguish torches and lanterns, regardless of how well protected they may be, for the magical can infiltrate even the tiniest crevices. This is sufficient to raise "white horses" upon water surfaces, raise dust and loose paper or move small branches upon trees. Lighter objects such as leaves, dust, seeds, and similar particles can be effortlessly swept from surfaces, while wind chimes and flags respond to its presence by swaying gently.
The spell also has the capacity to disperse swarms of insects, including those summoned by spells like insect plague, summon insects or creeping doom. Additionally, it can disrupt or impede the progression of various natural or magical phenomena such as flames, gasses, rain, haze, fog and like effects such as cloudkill, whether natural or magical in nature. The effectiveness of the spell in countering these elements depends on the size of the affected area and the caster's level.
- For example, a caster would struggle to disperse a vast natural fog that blankets an entire valley, but a sufficiently skilled and higher-level caster could completely dissipate a finite, magical fog cloud localized in one place. The same principle applies to precipitation spells, which a caster of the appropriate level could evaporate. When confronted with a blazing fire, the zephyr's influence extinguishes the flames rather than intensifying them.
Flying Creatures
When directed against flying creatures, the zephyr imposes a -2 penalty on their chance to hit in combat, albeit it does not significantly impede their other offensive capabilities.
Other Benefits
The zephyr can lower temperatures temporarily in conditions hotter than pleasant, bringing momentary relief to those suffering from heat stroke or fever. This calming and soothing effect may receive gratitude from those oppressed by daily heat, as clearing the warm air from a house can make it more comfortable for up to several hours.