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Allows the caster to manipulate the strength of wind.

Original D&D[]

The spell first appeared in Supplement 3: Eldritch Wizardry, for the druid.

  • Spell Level 5
  • Duration 6 turns + 1 turn/level
  • Range: 32" (11th level caster), 40" (12th level caster), or 48" (13th level caster)

After one turn, the winds within a 24" range can either be calmed or increased to great force (forcing flying creatures from the air, bending medium-sized trees, dictating the direction of sailing ships, etc.). The center of the effect moves with the caster, and a higher-level caster can counter these effects with this very spell.


Control Winds[]

Debuted in the Player's Handbook as a druid spell.

Level: 5 School: Alteration
Components: V, S, M (mistletoe)
Range: 0 Casting Time: 7 segments
Duration: 1 turn/level Saving Throw: None
Area: 4"/level radius hemisphere

Increases or decreases the windspeed in the area by 3 mph/level. There is an "eye" of 4" radius around the caster where the wind is calm. Once the spell is cast, the wind force increases or decreases by 3 mph each round until the designated speed is attained, and when the spell ends, the wind speed reverts to the prevailing speed at the same rate. The spell can be cast underground, but for every 1" radius that the area is reduced, the "eye" is reduced similarly, and it can disappear entirely, exposing the caster to the effects of the wind.

  • Winds faster than 30 mph make it impossible for small (eagle-sized and under) flying creatures to get airborn, and make sailing difficult.
  • Winds faster than 45 mph ground human-sized flying creatures, and cause minor ship damage.
  • Winds faster than 60 mph make it impossible for any creature to fly. The wind uproots small trees, knocks down wooden structures, tears off roofs, etc. It also endangers ships.
  • Winds faster than 75 mph are hurricane-force, and cause devestation to everything except the sturdiest stone structures, including sinking ships.