Zephyr (spell)
Zephyr creates a draft of air that moves outwards from the caster in potentially all directions — although the character can limit the arc of the wind to 60° of the compass. The wind is less powerful than a gust of wind, being no better than wind conditions of Force 3 or 4. This is sufficient to raise "white horses" upon water surfaces, raise dust and loose paper, or move small branches upon trees.
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) |
As it moves forward, the zephyr will snuff out torches and lanterns, no matter how well protected (as the magic worms its way into the smallest crack). Light objects, such as leaves, dust, seeds and the like can be cleared from a surface, while wind chimes and flags can be made to move. The effect is about 120 ft. high.
The spell pushes off swarms of insects, such as those created by insect plague, summon insects or creeping doom. Additionally, it will obliterate or retard the progression of flames, gasses, rain, haze, fog and like effects such as cloudkill, whether natural or magical in nature. The spell's potency against these things depends on the overall size of what's being affected and the level of the caster.
- For example: a caster couldn't hope to clear a natural fog that covered an entire valley, but a sufficiently high level caster could completely dispel a magical fog cloud, which is a finite area centered in one place. The same would apply to a precipitation spell, which a 4th level caster could evaporate. When encountering a burning fire, the zephyr will snuff out the flames rather than waft them to greater strength.
If applied against flying creatures, the zephyr will give a -2 penalty to their chance to hit, but will otherwise have no significant effect on their attacks.