Difference between revisions of "Zephyr (spell)"

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As it moves forward, the zephyr will snuff out [[Torch|torches]] and [[Lantern|lanterns]], no matter how well protected (as the magic worms its way into the smallest crack).  [[Natural Fire|Flames]], [[Gas|gasses]], [[Rain|rain]], [[Haze (cantrip)|haze]], fog and like effects such as [[Cloudkill (spell)|cloudkill]], whether natural or magical in nature, will be obliterated or diverted, depending on the overall area of the effect and the level of the caster.
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As it moves forward, the zephyr will snuff out [[Torch|torches]] and [[Lantern|lanterns]], no matter how well protected (as the magic worms its way into the smallest crack).  [[Natural Fire|Flames]], [[Gas|gasses]], [[Rain|rain]], [[Haze (cantrip)|haze]], fog and like effects such as [[Cloudkill (spell)|cloudkill]], whether natural or magical in nature, will be obliterated or diverted, depending on the overall area of the effect and the level of the caster.  The spell will also push off swarms of insects, such as those created by [[Insect Plague (spell)|insect plague]], [[Summon Insects (spell)|summon insects]] or [[Creeping Doom (spell)|creeping doom]].
  
 
: '''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 (spell)|fog cloud]], which is a finite area centered in one place.  The same would apply to a [[Precipitation (spell)|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.
 
: '''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 (spell)|fog cloud]], which is a finite area centered in one place.  The same would apply to a [[Precipitation (spell)|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.
 
The spell will also push off swarms of insects, such as those created by [[Insect Plague (spell)|insect plague]], [[Summon Insects (spell)|summon insects]] or [[Creeping Doom (spell)|creeping doom]].
 
  
 
If applied against flying creatures, the zephyr will give a -2 penalty to their chance [[Roll to Hit|to hit]], but will otherwise have no significant effect on their attacks.
 
If applied against flying creatures, the zephyr will give a -2 penalty to their chance [[Roll to Hit|to hit]], but will otherwise have no significant effect on their attacks.

Revision as of 22:08, 1 December 2021

Zephyr (spell).jpg

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.

Zephyr
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). Flames, gasses, rain, haze, fog and like effects such as cloudkill, whether natural or magical in nature, will be obliterated or diverted, depending on the overall area of the effect and the level of the caster. The spell will also push off swarms of insects, such as those created by insect plague, summon insects or creeping doom.

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.