Alter Normal Winds


Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 Full Round
Range: 0
Effect / Target: Sphere 10ft. Diameter / Level
Duration: 1 Hour / Level
Saving Throw:
Spell Resistance:

This spell enables the caster to harness a
nonmagical wind and change its force by one rank, as
shown on Table 3-24 page 95, “Wind Effects,” in the
DMG. For example, “light” wind conditions (those
found on a still day) can be become a moderate wind. And
a moderate wind either can be diminished to light
conditions or increased to strong. The spell does not work indoors where there is no wind.

Wizards who are levels 9 and under can modify only
natural winds of severe force or less. They can increase
a strong wind to severe force, but cannot affect an
existing severe wind. At 10th level, a wizard can
alter up to “windstorm” level winds, and at 15th level, he can reduce
hurricane-force winds.

The change caused by this spell is immediate, with
the area of effect centered on the caster. He can alter
the wind only once (which means by one level only).
As long as a wind is shaped by this spell, subsequent
alter wind spells cannot affect the same area. Other
magics that change wind or weather can affect an
altered wind, however. When the alter wind spell ends,
the air returns to its original state.

Alter wind has no effect on creatures of elemental
air. Nor does it affect creatures that use air in their
attacks. The wind cannot deflect an enemy’s breath
weapon and send it back toward the attacker, for
example. However, alter wind does enable the caster to
move nonmagical fog, dust, or poisonous gas out of his
way, negating its effects for 1d6 rounds.

The material component of this spell is a small
silver tube, through which the caster blows to attract
the wind’s attention.

Return to the Mage spell list.

Alter Normal Winds

Planescape Campaign RaseCidraen Kiergath