Difference between revisions of "Control Winds (4E)"

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m (level 12)
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|name=Control Winds
 
|name=Control Winds
 
|fluff=With a whirling motion you force the wind to obey your commands.
 
|fluff=With a whirling motion you force the wind to obey your commands.
|level=12
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|level=14
 
|category= Exploration
 
|category= Exploration
 
|time=10 minutes
 
|time=10 minutes
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You alter wind force in a close burst 100 (500 ft. Radius). You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the duration ends or until you choose to alter your handiwork, which requires another 1 minute of concentration. You may create an “eye” of calm air in a close burst 8 (80 feet in diameter) if you so desire, and you may choose to limit the area or eye and make either as small as you like.
 
You alter wind force in a close burst 100 (500 ft. Radius). You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the duration ends or until you choose to alter your handiwork, which requires another 1 minute of concentration. You may create an “eye” of calm air in a close burst 8 (80 feet in diameter) if you so desire, and you may choose to limit the area or eye and make either as small as you like.
  
'''Wind Strength: '''depending on your Nature check, you can affect winds of different strength. You can change the wind in any way up to the maximum strength the Nature check allows, but you cannot affect stronger winds at all.
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'''Wind Strength: '''depending on your Nature check, you can affect winds of different strength. You can change the wind in any way up to the maximum strength the Nature check allows, but you cannot affect stronger winds at all. Those who try to move in the area must save or take the status effect noted under each wind strength.
  
 
{{4E ritual table
 
{{4E ritual table
 
|keyskill=Nature
 
|keyskill=Nature
 
|resultheader=Maximum wind
 
|resultheader=Maximum wind
|result9=Light to Medium winds (no game effect)
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|result9=Light to Medium winds '''No game effect'''
|result10=Strong winds (21+ mph) make sailing difficult
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|result10=Strong winds (21+ mph) '''-2 Speed''' Make sailing difficult
|result20=Severe wind (31+ mph) causes minor ship and building damage.
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|result20=Severe wind (31+ mph) '''Slow''' Causes minor ship and building damage.
|result30=Windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships.
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|result30=Windstorm (51+ mph) '''Knockdown''' Drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships.
|result40=Hurricane force winds (75+ mph) destroy wooden buildings, sometimes uproot even large trees, and cause most ships to founder.
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|result40=Hurricane force winds (75+ mph) '''Push 1d6 squares, & knockdown''' Destroy wooden buildings, sometimes uproot even large trees, and cause most ships to founder.
 
}}
 
}}
  

Revision as of 13:54, 26 March 2009

Template:4E ritual header

Control Winds

With a whirling motion you force the wind to obey your commands.
Level: 14 Component Cost: 500
Category: Exploration Market Price: 1,200
Time: 10 minutes Key Skill: Nature
Duration: 6 hours

You alter wind force in a close burst 100 (500 ft. Radius). You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the duration ends or until you choose to alter your handiwork, which requires another 1 minute of concentration. You may create an “eye” of calm air in a close burst 8 (80 feet in diameter) if you so desire, and you may choose to limit the area or eye and make either as small as you like.

Wind Strength: depending on your Nature check, you can affect winds of different strength. You can change the wind in any way up to the maximum strength the Nature check allows, but you cannot affect stronger winds at all. Those who try to move in the area must save or take the status effect noted under each wind strength.

Nature Check Result Maximum wind
9 or lower Light to Medium winds No game effect
10-19 Strong winds (21+ mph) -2 Speed Make sailing difficult
20-29 Severe wind (31+ mph) Slow Causes minor ship and building damage.
30-39 Windstorm (51+ mph) Knockdown Drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships.
40 or higher Hurricane force winds (75+ mph) Push 1d6 squares, & knockdown Destroy wooden buildings, sometimes uproot even large trees, and cause most ships to founder.

Wind Direction: You may choose one of four basic wind patterns to function over the spell’s area.

  • A downdraft blows from the center outward in equal strength in all directions.
  • An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center.
  • A rotation causes the winds to circle the center in clockwise or counterclockwise fashion.
  • A blast simply causes the winds to blow in one direction across the entire area from one side to the other.

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