Control Winds

Spell — see Magic and Spellcasting for the rules and the Spell Index for the full list.

Arcane 5, Divine 5 Type: elemental (air), esoteric

Range: 10’/level Duration: 1 turn/caster level

This spell enables the caster to manipulate the flow of air within range and line of sight. He can control both the direction and speed of wind. Wind speed in ACKS II is rated as still, gentle, moderate, strong, very strong, and gale. To change wind direction by one point of sail or by one speed category requires the caster to concentrate for one round. The caster does not need to concentrate to maintain the spell, only to change the wind speed or direction.

When used at sea, control winds can increase or decrease vessel speed, depending on if the vessel is sailing with or against the wind. The spell can exclusively affect the caster’s vessel, and/or can affect one or more other vessels within range, as the caster choices. See Sailing the Seas for details on the effects of wind speed and direction.

If the caster increases the wind speed to very strong, the local weather conditions become windy. All missile attack throws and Listening proficiency throws suffer a -2 penalty. Adventurers in windy conditions have their expedition speed halved. Air speed is halved in any terrain in windy conditions. In barrens or desert terrain only, visibility is reduced to 20’, all speeds are halved, and Land Surveying, Navigation, Searching, and Tracking proficiency throws all suffer -4 penalties due to sandstorms and dust clouds.

If the caster increases the wind speed to gale, the local weather conditions become stormy. All missile attack throws and Listening proficiency throws suffer a -4 penalty. The force of the wind automatically extinguishes any candles, torches, or other unprotected flames. It extinguishes protected flames unless the bearer succeeds on a Paralysis saving throw. All characters are affected each round as if by the spell gale of wind. In barrens or desert terrain only, visibility is reduced to 20’ and Land Surveying, Navigation, Searching, and Tracking proficiency throws all suffer -4 penalties due to sandstorms and dust clouds.