Capricious Zephyr

3.5th Edition
Blowing on your twirling hand, you complete the spell, creating a roiling ball of dust and gale-force winds.   A ball of swirling wind and dust moves as you direct it, pushing your foes across the battlefield. From its starting point, a capricious zephyr moves 30 feet per round in the direction you point, regardless of the presence or absence of terrain.   If the sphere enters a space with a creature, it stops moving for that round and tries to bowl over the creature with its wind force. That creature must resist a bull rush attack from the capricious zephyr, which has a +6 bonus on the check. If the spell wins the bull rush, it pushes the creature as far as it can in a random direction (roll 1d8; 1 indicates a push into the square closest to you, and 2 through 8 indicate the other squares, moving clockwise around the creature). Any creature pushed by the sphere must succeed on a Reflex save or fall prone.   A capricious zephyr moves as long as you actively direct it (a move action for you). Otherwise, it merely stays at rest and attempts to bowl over anyone in its square. The spell ends if the distance between the sphere and you ever exceeds the spell's range.
 
5th Edition
You conjure a swirling 5-foot-diameter sphere of wind and dust that whirls across the battlefield. The zephyr moves up to 30 feet per round in a direction you choose when you use your bonus action to direct it. If you do not direct it, it remains in place. The sphere can hover and move over terrain, ignoring elevation changes.   When the sphere enters a creature's space for the first time on a turn or starts its turn in a creature’s space, that creature must make a Strength saving throw or be pushed 10 feet in a random direction (roll a d8 to determine direction) and fall prone on a failed save. On a successful save, the creature is not pushed and remains standing.   The sphere has a +6 modifier on any contested ability checks (such as shoving a creature) made as part of resolving push effects. The sphere stops moving for the turn once it enters a creature’s space and resolves its effect.   The zephyr ends if it moves beyond 120 feet of you.   At Higher Levels. When you cast this spell using a higher level spell slot, increase the push distance by 5 feet for each slot level above its base level.
 

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Spell Descriptors
Air
2nd Edition
Level
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School
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Range
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Save
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Duration
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Components
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AoE
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Casting Time
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3.5th Edition
Level
Druid 3, Sorcerer 3, Wizard 3
Components
V, S
Casting Time
1 Standard Action
Range
Medium (100 feet + 10 feet/level
Effect
5-foot-diameter Sphere
Duration
1 Round/Level
Saving Throw
None or Reflex partial; see text
Spell Resistance
Yes

 
4th Edition

 
5th Edition
Level
Druid 3, Sorcerer 3, Wizard 3
Casting Time
1 Action
Range
120 Feet
Components
V, S
Duration
Concentration; Up to 1 Minute

 
Pathfinder 2e
Tags
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Traditions
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Cast
Range
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Defense
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Verbal Components

{The words spoken in English to invoke this magic; if applicable}
Cavellan
{The translated words spoken in Cavellan to invoke this magic}
Maherasi
{The translated words spoken in Maherasi to invoke this magic}
Celestial
{The translated words spoken in Celestial to invoke this magic}
Infernal
{The translated words spoken in Infernal to invoke this magic}
Pit-Tongue
{The translated words spoken in Pit-Tongue to invoke this magic}
High Draconic
{The translated words spoken in High Draconic to invoke this magic}
High Elvish
{The translated words spoken in High Elvish to invoke this magic}

Somatic Components

{A 2-3 sentence description of the motions done by the caster with one or both hands to invoke this magic, if applicable}.

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