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WizardLv. 3

Calm Wind

(See also: Calm Wind (Lvl 5))

This elemental spell calms high velocity winds, creating a safe spot within even the harshest storm. Once cast, the air within the area of effect remains calm no matter what the conditions are elsewhere. Creatures moving along with the wind in sailing ships, gliding on wings, or simply lifted by air currents stop abruptly. Creatures flying under their own power (that is, not under the influence of a spell) have a 25% chance of losing control and falling (assuming that gravity's in effect on the plane in question). Gliding creatures have a 50% chance of falling.

This spell automatically negates any damage or effects that would normally be sustained by high winds, but not that which might be incurred from a fall or sudden stop due to the lack of winds within the spell's area of effect. Calm wind immediately negates a gust of wind spell.

This spell is useful on the Elemental Plane of Air to guard against the terrible storms that can rage across the terrainless plane. It is also useful against the mind-warping winds of Pandemonium. Calm wind has no effect on the strange winds and storms of the Ethereal or Astral Planes.

The spell's area of effect can be mobile if cast upon an object, which then becomes the center of the area of effect. The material component for the spell is a small straw hand fan that is consumed upon casting.

Sources: The Planewalker's Handbook

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