
Control Winds
Spell, Elemental Magic, level 4
Lets the caster calm a windstorm, turn the wind's direction, or raise a steerable whirlwind that scatters mists and insects and can overturn a small boat.
From the book
The caster produces one of three effects. Calm stills any windstorm, whirlwind or similar blow, whether natural or magical. Direction swings any wind, magical or not, by up to 180 degrees.
Whirlwind raises a spinning column of air the caster can steer out to 100 ft. It can scatter insects, magical mists, clouds, gases or dust completely, and can tip over a single small boat or canoe, but it lacks the strength to damage creatures or buildings. The whirlwind lasts 10 minutes. Saves apply only where noted.
At a glance
- Option 1
- Still a wind storm or whirlwind, whether natural or magical
- Option 2
- Change direction of any wind up to 180 degrees
- Option 3
- Whirlwind controllable to 100 ft.; disperses insects, mists, clouds, gasses, dusts; can capsize a small boat or canoe; no damage to creatures or structures; duration 10 minutes
- Save
- Only as stated
- Spell type
- Non-variable
- Restricted to
- Druids and practitioners of Elemental Magic only
A scene
Makara sea-devils had been shadowing the Eudean trader since Valum Chivum, and now the wind was pushing the ship straight onto the reefs where they waited. The ship's druid, a gray-bearded Eudean named Cadmus, climbed onto the stern rail, raised both arms, and turned the wind like a man turning a horse. The sails slammed, filled from the opposite quarter, and the ship heeled away from the reef and out toward open water. The scaly heads in the surf sank from sight. The crew stopped praying and started cheering.