Wind's Favor
3.5th Edition
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.
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.
This is a rare option
This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.
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