Control Winds (4E)
4th Edition Dungeons & Dragons |
This is a ritual description page for 4th edition Dungeons & Dragons.
Control Winds
Level: 12 | 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 at the beginning of their turn 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.
4th Edition Dungeons & Dragons | |
Classes | Artificer • Avenger • Barbarian • Bard • Cleric • Druid • Fighter • Invoker • Paladin • Ranger • Rogue • Shaman • Sorcerer • Swordmage • Warden • Warlock • Warlord • Wizard |
Core | Characters • Feats • Skills • Paragon paths • Weapons • Magic Items • Rituals • Rules • Glossary |
Extra | Traits • Talents • Craft |