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WizardLv. 2

Zephyr

By means of this spell, a gentle draft of air moves outward from the spellcaster in the direction faced. It continues outward to the maximum distance (5 feet per caster level). The force of the zephyr is sufficient to cause small flames to waver and dance. It fans flames and fires of larger size, making them hotter (+1 to damage dice, if applicable). It holds back moving clouds of vapor (such as a cloudkill) for 1 round. It weakens stationary vapors such as fog cloud and wall of fog, reducing their duration by half. It moves stagnant air, vapors, and even poisonous gases backward by 10 feet, and likewise reduces their duration and potency by half, unless the vapor is renewed by some source.

The material component for this spell is a piece of fine parchment, accordion-folded and tacked near the bottom with a pin of ivory or silver.

Notes: Uncommon spell.

Sources: Wizard's Spell Compendium

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