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WizardLv. 3

Wind Servant (Wizard)

(See also: Wind Servant (Priest Spell)) This spell conjures a weak form of air elemental. This creature is incapable of entering combat, as it has no effective attacks against corporeal creatures, nor can it be affected by normal (non-magical) weapons. The creature's only power is to generate a strong wind over a localized area. A wind servant can make one of the following changes:

Change Wind Speed: The creature can increase or decrease wind speed by one category (for example, from light breeze to favorable wind, or from gale to storm).

Change Wind Direction: The servant can change the wind direction by one “step” (for example, from north to northeast, or from northeast to east).

Any such effect on the wind applies to only one vessel. The wind servant is too small to create widespread weather effects, instead changing the weather by filling the sails of the affected vessel with its own essence. The caster can order the wind servant to do more than one of the above tasks, but at a cost. For each round that an additional task is ordered (that is, changing the wind direction by two points, or affecting wind speed and wind direction), the number of rounds which the wind servant stays is decreased by one. Thus, for example, a wizard ordering a northerly breeze when the current winds are southerly reduces the wind servant's tenure by three rounds for each round of such activity.

Wind servants are lazy and disobedient, although not hostile. The caster must give the wind servant continual guidance or the creature allows normal wind conditions to resume. On the other hand, the caster may change his direction to the wind servant at any time, and the wind servant will respond in 1-3 rounds. (For the purposes of the naval game, such a shift takes effect at the start of the next turn.)

Although wind servants cannot be struck by normal weaponry, they can be affected by magic. A wind servant who takes more than 30 points of magical damage flees back to the Elemental Plane of Air, abandoning the caster.

The material component of this spell is a lit block of incense worth at least 50 gp.

Notes: Common for spellcasters from an Arabian setting; otherwise, very rare.

Sources: Wizard's Spell Compendium

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