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WizardLv. 9

Windtomb

The casting of this spell creates a virtually impenetrable wall of wind around a person, place, or object. The windy barrier encircles the item and arcs over the top, preventing all entry. It can extend itself into a sphere, thwarting all attempts to dig under the barrier and gain entrance from below. Even if all the material around it is removed, the windtomb remains firmly in place.

A windtomb can entrap one target as small as a dog (roughly 3 feet across) or as large as a keep (roughly 100 yards across). If the target is a building, all those within it are trapped. Living creatures at the heart of a windtomb are placed in a state of suspended animation (see the 8th-level wizard spell, temporal stasis). The caster has three options when casting the windtomb. First, he must decide whether the swirling barrier of wind will howl and moan, or be silent as death. Second, he must decide whether the tomb will appear as a swirling mass of color, or whether it will be invisible. In the former case, the contents will be blurred. In the latter, the contents will be as invisible as the barrier itself. Lastly, the caster must choose whether divination magic will reveal the contents of the windtomb, or whether the contents will remain secret. If creatures try to breach the wall from without, they're picked up, battered for a round, then tossed outside the area of effect, suffering 4d10 points of damage. Those who attempt to escape from within suffer the same fate, landing back inside the tomb. Even creatures in gaseous form, water-form, or a similar state are battered and tossed if they attempt to breach the tomb. Creatures that partially or wholly shift into another dimension will escape damage when attempting to cross the barrier, but still fail. This applies to creatures out of phase, as well as those in the Astral or Ethereal Plane. The windtomb scatters magic. Attempts to teleport or dimension door into or out of the tomb fail miserably; the individual attempting the act is randomly shunted to another location on the same side of the tomb. Similarly, other spells (including dispel magic and destroy magic) are bounced off in random directions. Only the power of a full wish or similar spell can bring down the walls of a windtomb.

The windtomb serves as the ultimate prison for dangerous creatures, unpopular royal relatives, perilous artifacts, and priceless treasures. Some haggard old wizards, weary of heroic interlopers, use the tomb as bait. An adventurer should always try to ascertain what exists at the heart of the storm before breaching the windtomb.

The material component of this spell is a small crystalline or glass figure of the item, person, or place to be entombed. This is custom work, performed by a glassmaker, and costs about 700 gp.

The replica must be perfect (something a proficiency check can determine). If the replica is imperfect, a saving throw is allowed for the target- or for all those within the target. Otherwise, only a creature with inherent magic resistance can possibly escape entrapment in the windtomb.

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

Sources: Wizard's Spell Compendium

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