Call Upon Wind
- Type
- spell
- Syntax
cast 'call upon wind' <north|south|east|west>- Lag
- 1.0 rounds
- Cost
- 95 mana
- Classes
- air scholar (50)
- Spheres
- air
Few are as attuned to the ebb and flows of the winds as those who ride them, a select group who may call out to the various winds to empower their magics. These windriders may call to one of the four winds, either north, south, east, or west, so as to gain power from them. These powers wax strong when the wind is high, and grow mighty indeed when it blows from the same direction as the called wind; however, so long as it is blowing it need not be from the same direction for some effect to take place. Once the call expires the caster may issue another, but not immediately to the same wind as before. The powers offered by the winds vary according to their natures.
The chill wind of the north grants bonus cold damage to any physical attack of the caster's, whether by staff or spell. Moreover, the freezing, slowing winds will grant bonus effective levels to the windbind spell, making it harder to resist.
The warm, flighty breezes of the south improve the effectiveness of the caster's breezestep, allowing him greater facility with flitting away from attacks. These dessicating winds will also empower the tempest spell, adding to it the power to parch the caster's foes, making them thirsty and draining them of movement. Finally, the deftness of these breezes grants speed to the windrider's dancing blade, giving it a chance at an extra attack each round.
The pestilent climes of the east grant to the tempest spell the ability to poison those caught within. Furthermore, these vaporous winds intensify the effects of gaseous form, to enhance both the reductions and increases to damage.
The hale and hearty western winds bear with them the powers of the sea, steadily healing the caster as they wash over him.
None of these abilities apply when the wind is completely still.