Control Winds

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Pylon.svg This rule simply needs tweaking. It may be almost perfect, or it may need a bit of work. It's half-way in between sexy and in need of overhaul. Leave any ideas on the Talk page, please!
This spell has a unknown essence
This is a air spell
Rarity 1
AP 4
Target Air
Distance Far
Lasts N/A
SaveVitality

Mother nature takes orders from no one, but good advice never hurt anyone. With this spell the mage takes existing wind conditions and softens or exaggerates their effects. The spell can be cast indoors or outdoors. When winds are augmented, arrows miss their mark, ships will sail faster, and creatures can be thrown to the ground. The wind can be directed at one individual as well as be modified. If creatures defending from a gust of wind botch their spell save, they are knocked unconscious in addition to being thrown.

Intensity Effects

  1. Winds increased: Ranged attacks take −1, targets thrown 5 ft.; Winds decreased: nullify a breeze
  2. Winds increased: Ranged attacks take −3, targets thrown 10 ft.; Winds decreased: nullify moderate winds
  3. Winds increased: Ranged attacks take −5, targets thrown 15 ft.; Winds decreased: nullify strong winds
  4. Winds increased: Ranged attacks take −10, targets thrown 20 ft.; Winds decreased: nullify storm winds
  5. Winds increased: Ranged attacks take −20, targets thrown 25 ft.; Winds decreased: nullify hurricane winds