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| priority:magic:spells:tier2:gust_of_wind [2023/05/15 20:53] – created - external edit 127.0.0.1 | priority:magic:spells:tier2:gust_of_wind [2026/03/21 03:45] (current) – [Description] elfinlocks | ||
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| ===== Casting ===== | ===== Casting ===== | ||
| - | **Casting Time:** 1 Standard | + | **Casting Time:** 1 Half Action |
| **Range:** 60 ft. | **Range:** 60 ft. | ||
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| ===== Description ===== | ===== Description ===== | ||
| - | This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path. All flying creatures in this area take a -4 penalty on Fly skill checks. Tiny or smaller flying creatures must make a DC 25 Fly skill check or be blown back 2d6 x 10 feet and take 2d6 points of damage. Small or smaller flying creatures must make a DC 20 Fly skill check to move against the force of the wind. | + | This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path. All flying creatures in this area take a -4 penalty on [[priority: |
| - | * A Tiny or smaller creature on the ground is knocked down and rolled 1d4 x 10 feet, taking 1d4 points of nonlethal | + | * A Tiny or smaller creature on the ground is knocked down and rolled 1d4 x 10 feet, taking 1d4 points of [[game_systems: |
| * Small creatures are knocked prone by the force of the wind. | * Small creatures are knocked prone by the force of the wind. | ||
| * Medium or smaller creatures are unable to move forward against the force of the wind unless they succeed at a DC 15 Strength check. | * Medium or smaller creatures are unable to move forward against the force of the wind unless they succeed at a DC 15 Strength check. | ||
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| This spell can’t move a creature beyond the limit of it’s range. | This spell can’t move a creature beyond the limit of it’s range. | ||
| - | Any creature, regardless of size, takes a -4 penalty on ranged attacks and Perception checks in the area of a gust of wind. | + | Any creature, regardless of size, takes a -4 penalty on ranged attacks and [[priority: |
| The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those in lanterns, to dance wildly and has a 50% chance to extinguish those lights. | The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those in lanterns, to dance wildly and has a 50% chance to extinguish those lights. | ||
| In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range. | In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range. | ||
