Difference between revisions of "Wind Passage (spell)"

From The Authentic D&D Wiki
Jump to navigationJump to search
Line 1: Line 1:
 
[[File:Wind Passage (spell).jpg|right|490px|thumb]]
 
[[File:Wind Passage (spell).jpg|right|490px|thumb]]
'''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.
+
'''Wind passage''' is a spell that transforms the recipient and all they carry into a substanceless wisp of cloud-like vapour, enabling safe travel through the air at the current [[Wind Speed|speed of wind]]. Even in the heart of a [[Hurricane|hurricane]], the recipient's form remains intact, able to navigate within the wind’s grasp while observing everything around them. However, movement is entirely dependent on the wind’s presence — if there is no wind, the transformation occurs, but the recipient remains motionless until the air stirs.
  
 
{{Spelltable
 
{{Spelltable
Line 11: Line 11:
 
| level = [[Cleric 7th Level Spells|cleric (7th)]]
 
| level = [[Cleric 7th Level Spells|cleric (7th)]]
 
}}
 
}}
 +
To the naked eye, the affected creatures are nearly invisible, appearing at most as a faint mist or wisp of smoke drifting by. In stronger winds, detection becomes nearly impossible. Only the use of [[Penetrate Disguise (spell)|penetrate disguise]] or [[True Seeing (spell)|true seeing]] can reveal the transformation. Even so, the speed of movement often renders such detection fleeting and ineffective.
  
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]] or [[True Seeing (spell)|true seeing]] spell will reveal the transformation; but in most cases the speed of travel will make this detection fleeting and useless.
+
The recipient may travel along three possible headings based on the 16-point compass rose, limited to angles to the left or right of the wind's natural direction. For example, if the wind blows north, the recipient may move anywhere from west-northwest to east-northeast, but cannot move directly west, east or in any southern direction. The spell does not grant control over the wind itself, only the ability to navigate within its natural current.
  
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.
+
At any moment, the recipient may choose to restore themselves to a corporeal form using a single [[Action Points|action point]]. However, once the spell is dismissed, it cannot be regained without being cast again. The spell's greatest utility lies in safe travel, reconnaissance and strategic positioning, allowing a recipient to drift undetected, observe enemy movements or "land" in a tactically advantageous location before launching an attack.
  
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.
+
[[Category: Clerical Spells]][[Category: Reviewed]]
 
 
[[Category: Clerical Spells]][[Category: Don't Review until 2022]]
 

Revision as of 17:49, 23 February 2025

Wind Passage (spell).jpg

Wind passage is a spell that transforms the recipient and all they carry into a substanceless wisp of cloud-like vapour, enabling safe travel through the air at the current speed of wind. Even in the heart of a hurricane, the recipient's form remains intact, able to navigate within the wind’s grasp while observing everything around them. However, movement is entirely dependent on the wind’s presence — if there is no wind, the transformation occurs, but the recipient remains motionless until the air stirs.

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)

To the naked eye, the affected creatures are nearly invisible, appearing at most as a faint mist or wisp of smoke drifting by. In stronger winds, detection becomes nearly impossible. Only the use of penetrate disguise or true seeing can reveal the transformation. Even so, the speed of movement often renders such detection fleeting and ineffective.

The recipient may travel along three possible headings based on the 16-point compass rose, limited to angles to the left or right of the wind's natural direction. For example, if the wind blows north, the recipient may move anywhere from west-northwest to east-northeast, but cannot move directly west, east or in any southern direction. The spell does not grant control over the wind itself, only the ability to navigate within its natural current.

At any moment, the recipient may choose to restore themselves to a corporeal form using a single action point. However, once the spell is dismissed, it cannot be regained without being cast again. The spell's greatest utility lies in safe travel, reconnaissance and strategic positioning, allowing a recipient to drift undetected, observe enemy movements or "land" in a tactically advantageous location before launching an attack.