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|525px|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''' 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.
  

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.