College: | Air Magics |
Spell Type: | General Knowledge Spell |
Special Classification: | None |
Spell Rank Limit: | 22 |
Name: | Wind Whistle |
Multiple: | 105 |
Range: | 0 |
Duration: | 30 minutes per rank |
Base Chance: | 40 |
Components: | Verbal, Somatic |
Saving Throw: | None |
The mage is able to create a wind of up to 30 knots over the area he occupies (1 mile radius per rank). The wind will take 1d20 rounds to arrive and the mage's player must state before that time what direction the wind is blowing. The actual velocity of the wind is determined by rolling D100:
Dice Velocity
01-10 20 knots
11-25 10 knots
26-50 3 knots
51-75 10 knots
76-90 20 knots
91-100 30 knots
The mage may add or subtract (his choice) a number equal to his rank from the dice roll used to determine velocity. He need not announce his intention to do so until after he has rolled the dice and learned the result. |
Effect Category: | Transform |
Effect: | Create Wind |
Base Cost: | 30 |
Modifiers: |
Area of Effect: | Extremely large area (2.0) | 2 |
Cast Chance: | 40 | 0.8 |
Casting Time: | Normal spell | 0 |
Components: | See Components Above | -0.5 |
Duration: | 30 minutes per rank | 1.5 |
Immunity: | No Immunity | 0 |
List: | List Appropriate | 0 |
Range: | 5 feet per rank | 0 |
Reliability: | Mostly reliable | 0 |
Resistance: | No save | 0 |
Visibility: | No visibility modifier | 0 |
|
Active Cost
(cost after advantages): | 159 |
Recommended Cost
(cost after disadvantages): | 106 |