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Spell: Control Winds ~ Level 5

air, magical, transmutation

  • Casting Time: 2 actions; Somatic and Verbal
  • Range: 400 feet
  • Area: 50-foot radius burst, rising 75 feet high
  • Duration: 10 minutes per Proficiency Score (C)
  • Save: Fortitude save; see text

Using the magical words and motions of this spell, you can change the wind conditions in the target area. You can determine the direction and strength of the wind within the area. As part of your concentration action, you can alter the effects of the spell.

Wind Direction can be one of the following:

  • Downdraft. This blows from the center of the area outwards with equal strength.
  • Updraft. This blows from the edges of the area towards the center with a slight upward tilt and equal strength.
  • Rotation. This causes the winds to circle the center, either clockwise or counterclockwise, all along the radius of the area.
  • Blast of Wind. This creates a current of movement from one side of the area to the opposite side.

Wind Strength can be one of the following:

  • Calm. This causes all winds in the area to cease moving.
  • Breeze. This creates slight wind movement that causes papers, cloth, and other light materials to flap gently.
  • Strong. These winds are enough to effect sailing ships, treetops, and flying creatures.
  • Severe. These winds can damage ships and buildings and making flying difficult. Creatures in this wind must make a Fortitude save or gain the Prone condition. Flying creatures that gain the Prone condition instead treat the air as difficult terrain.
  • Windstorm. This forces flying creatures to the ground, uproots small trees, knocks down poorly built structures, and threatens to sink ships. Creatures in this wind must make a Fortitude save or take a number of d4s bludgeoning damage equal to a quarter of your Proficiency Score and gain the Prone condition. Flying creatures that fail the Fortitude save are driven 30 feet towards the ground each round as well as take the bludgeoning damage. If a flying creature hits the ground, they also take falling damage and are considered Prone.

Control Winds is on the Arcane and Primal Spell Lists.

Heighten (+2): Change the force of the winds you can use.

Level 7 Spell Slot and higher. You gain access to causes hurricane force winds which destroy wooden buildings, uproot large trees, sink ships, and deal a number of d6s damage equal to half your Proficiency Score to creatures who fail the Fortitude save.

Level 9 Spell Slot and higher. You gain access to cause tornado winds which destroy all non-fortified buildings, uproot large trees, sink ships, and deal a number of d8s damage equal to half your Proficiency Score to creatures who fail the Fortitude save.