Level: 5
Components: V, S, M
Range: 0
Casting Time: 7 segments
Duration: 1 turn/level
Saving Throw: None
Area of Effect: 4"/level radius hemisphere
Explanation/Description: By means of a Control Winds spell the druid is able to alter wind force in the area of effect. For every level of his or her experience, the druid is able to increase or decrease wind force by 3 miles per hour. Winds in excess of 30 miles per hour drive small flying creatures (those eagle-sized and under) from the skies and severely inhibit missile discharge. Winds in excess of 45 miles per hour drive even man-sized flying creatures from the skies. Winds in excess of 60 miles per hour drive all flying creatures from the skies and uproot trees of small size, knock down wooden structures, tear off roofs, etc. Winds in excess of 75 miles per hour are of hurricane force and cause devastation to all save the strongest stone constructions. A wind above 30 miles per hour makes sailing difficult, above 45 miles per hour causes minor ship damage, above 60 miles per hour endangers ships, and above 75 miles per hour sinks ships. There is an "eye" of 4" radius around the druid where the wind is calm. A higher level druid can use a Control Winds spell to counter the effects of a like spell cast by a lower level druid (cf. control weather). The spell remains in force for 1 turn for each level of experience of the druid casting it. Once the spell is cast, the wind force increases by 3 miles per hour per round until maximum speed is attained. When the spell is exhausted, the force of the wind diminishes at the same rate. Note that while the spell can be used in underground places, the "eye" will shrink in direct proportion to any confinement of the wind effect, i.e. if the area of effect is a 48" radius, and the confined space allows only a 46" radius, the "eye" will be 2" radius; and any space under 44" radius will completely eliminate the "eye" and subject the spell caster to the effects of the wind.
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