Scouring Zephyr

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

Arcane 4 Type: blast, elemental (air)

Range: 0’ Duration: instantaneous

This spell summons up a scouring zephyr from the skies. Because the spell draws its power from atmospheric winds, it can only be cast outdoors or in a well-ventilated room. The scouring zephyr sweeps from the caster to affect all creatures in a cone 60’ long and 10’ wide at its terminus. Each creature within the cone must make a Blast saving throw. If the save fails, the creature suffer 7d4 extraordinary slashing damage from abrasion and debris whipped up by the zephyr and is buffeted by wind (see below). If the save succeeds, the creature suffers half that damage but is not affected by wind. Objects are always affected by the wind unless carried or worn.

Creatures buffeted by wind suffer additional effects, depending on their size:

  • Tiny creatures and objects on the ground are knocked prone and pushed back 1d4x10’, taking 1d4 points of nonlethal mundane bludgeoning damage per 10’. Tiny creatures and objects in the air are pushed back 2d6x10’ feet and take 2d6 points of nonlethal mundane bludgeoning damage.

  • Small creatures and objects on the ground are knocked prone by the force of the wind. Small creatures or objects in the air are knocked back 1d6x10’ feet.

  • Man-sized creatures and objects on the ground suffer no additional effects. Man-sized creatures or objects in the air are pushed back 1d6x5’.

  • Large or larger creatures or objects suffer no additional affects.

In addition, the force of the scouring zephyr automatically extinguishes any candles, torches, or other unprotected flames. It extinguishes protected flames unless the bearer succeeds on a Paralysis saving throw. A scouring zephyr will also do anything that a sudden blast of 50 mph wind would be expected to do, such as fan a large fire, overturn delicate awnings, create a spray of dust, or blow vapors out of range (Judge’s discretion).