Summon Wind Dragons
- SchoolEvocation, Province: Wind
- ComponentsV, S, M
- Range10yds./level
- AreaSpecial
- Casting time6
- Duration1 rd./level
- Save2
Despite its name, this spell does not summon any sort of creature. Instead, it enables the caster to create 1 to 10 small whirlwinds or vortices, dubbed “wind dragons.” These whirling, shadowy presences measure 6 feet in diameter, and move according to the mental direction of the caster. They dissipate harmlessly if the caster is struck in combat or ceases to concentrate on them.
Wind dragons whirl through the air at 210 feet per round, with maneuverability class A. They strike targets as directed by the caster, with a THAC0 of 10. Each whirlwind can strike once per round, inflicting 4d4 points of damage. The target creature is allowed a saving throw vs. spell; success halves the damage. The caster can direct each whirlwind against a different target, but no more than two can attack any single creature at once. Although the wind dragons cannot actually lift or move solid objects, they can rake and shake living (and undead) bodies effectively. A spell-caster struck by a whirlwind cannot cast spells the same round, though his or her fighting ability is otherwise unaffected.
The material component of this spell is a cup of any sort. When casting, the wizard must blow into the cup while twirling it. The spell fails if cast in a place without air (for example, it won't work underwater).
Notes: Common for spellcasters from an Arabian setting; otherwise, very rare.
Sources: Wizard's Spell Compendium