Wind's Favor

3.5th Edition
You create a localized area of strong wind (approximately 30 mph). This effect has limited utility in battle (see Table 3—24: Wind Effects, page 95 of the Dungeon Master's Guide), but is often used to propel sailing craft. By concentrating as a full-round action, you can change the direction of the wind by 45 degrees.   This spell is effectively identical to the spell-like ability that can be gained by a character with the lesser Mark of Storm (see page 66 of the EBERRON Campaign Setting), except the range and the affected area are different, as given above.
 
5th Edition
You create a steady, directional wind in a 10-foot-wide, 10-foot-high, and 120-foot-long line originating from a point within range. The wind blows at approximately 30 miles per hour (strong wind) in a direction you choose.   The wind has the following effects within its area:   Propels sailing vessels or airships effectively, as a favorable tailwind.   Extinguishes unprotected flames, disperses vapors, gases, and smoke within the area in 1 round.   Ranged weapon attacks made through the wind suffer disadvantage unless fired in the same direction as the wind’s flow.   Tiny or smaller flying creatures must succeed on a Strength saving throw against your spell save DC or be pushed 10 feet in the wind’s direction at the start of their turn.   As a bonus action, you can adjust the wind’s direction by up to 45 degrees.   At Higher Levels. When you cast this spell using a higher level spell slot, increase the length of the wind's area by 30 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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AoE
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Casting Time
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3.5th Edition
Level
Druid 3
Components
V, S
Casting Time
1 Standard Action
Range
Medium (100 feet + 10 feet/level)
Effect
Area of wind 10 feet wide by 10 feet high by 100 feet + 10 feet/level long
Duration
1 hour/level (D)
Saving Throw
None
Spell Resistance
No

 
4th Edition

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

 
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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