Runarcana

Chapter 10 · Magic

Control Winds

Elemental (wind) 5th-level

Level
5
Casting Time
10 minutes
Range
Personal (5-mile radius)
Components
V, S, M (burning incense and bits of earth and wood mixed in water)
Duration
Concentration, up to 8 hours

You can alter the strength of the winds within a 40-foot-radius sphere around you; this area moves with you. You can make the wind in this area blow in a specific direction or in a particular manner, increasing or decreasing its strength. You can choose to leave a 10-foot-radius circle around yourself unaffected by the winds. In addition, you can use your bonus action after casting this spell to change the wind’s direction or intensity.

Wind Intensity: You can make the current wind’s strength increase or decrease by 1 on the scale below.

  • Calm
  • Strong
  • Moderate
  • Gale
  • Storm

See Chapter 12: Environments for the wind intensity rules.

Wind Direction: You can choose one of the three options below to change the wind’s direction. If necessary, creatures within the area must make a Strength saving throw or suffer the wind’s effects.

Updrafts. You make the winds blow from the bottom of the sphere upward, rising before reaching the center. If the wind intensity in this area is Strong, ranged attacks made with simple or martial weapons have disadvantage; in addition, if the intensity is Moderate or greater, ranged attacks made with firearms have disadvantage. If the wind intensity in this area is Moderate or greater, creatures that end a fall within this area take only half falling damage; if a creature makes a high jump, it gains a 10-foot bonus to the jump. Downdrafts. You make the winds blow from the top of the sphere downward. If the wind intensity in this area is Strong, ranged attacks made with simple or martial weapons have disadvantage. If the intensity is Moderate or greater, ranged attacks made with firearms have disadvantage. If the wind intensity is Gale or Storm, if a creature is flying within this area or starts its turn flying there, it must make a Strength saving throw. On a failure, the creature falls Prone to the ground, taking falling damage if applicable. If the wind intensity is Storm, creatures that end a fall in this area take double the falling damage dice, up to a maximum of 20d6. Gust. You make the winds blow in one direction, either from the center outward, from the edges inward, or solely in a single direction. If the wind intensity in this area is Strong, Moderate, or Gale, ranged weapon attacks made against the wind’s direction have disadvantage. If the intensity is Strong or greater, any creature moving against the wind must spend an additional 5 feet of movement for every 5 feet moved. If the intensity is Gale, creatures must make a Strength saving throw; on a failure, they are pushed 10 feet in the wind’s direction. If it is Storm, creatures in this area must make a Strength saving throw; on a failure, they are pushed 30 feet in the wind’s direction, take 8d6 crushing damage, and fall Prone.

At Higher Levels. When you cast this spell by spending Mana points equal to a 6th-level spell or higher, the affected area increases by 40 feet and the wind intensity can be increased or decreased by an additional 1 for each level above 5th.