Index of Spells by Descriptor - Air

School Casting Time Source Book
Save - Res Level Comps
Dur Range Recharge
Expensive Focus
Expensive Material
XP Cost
Full Description
Air Walk
Transmutation [Air] 1 standard action SRD
None - Yes (harmless) Air 4, APeace 4, Arc 4, Clr 4, Drd 4, Shu 4 V, S, DF
10 min./level Touch 1 hour
Target: Creature (Gargantuan or smaller) touched

Subject treads on air as if solid (climb at 45-degree angle).

The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to one-half the air walker's normal speed.

A strong wind (21+ mph) can push the subject along or hold it back. At the end of its turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about.

Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the air walk spell is dispelled, but not if it is negated by an antimagic field.

You can cast air walk on a specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of air walk (counts as a trick; see Handle Animal skill) with one week of work and a DC 25 Handle Animal check.

Airy Water
  Seafolk 6, Sor/Wiz 5  
    1 hour

Turn normal water into a breathable substance; negate underwater movement and melee attack penalties.

Belker Claws
  Sor/Wiz 2  

One touch/level deals 2d12 damage.

Binding Winds
  Arc 2, Drd 2, Weather 5  

Sound cannot penetrate to or from target and -2 on ranged attacks.

Capricious Zephyr
  Arc 3, Drd 3, Sor/Wiz 3  

A ball of air pushes targets around and trips them.

Cloud Spear
    Far Corners of the World
  Arc 4, Drd 4  

Cloud spear deals 1d8 +1/2 levels piercing damage and may inflict a gaseous form effect.

Control Winds
Transmutation [Air] 1 standard action SRD
Fortitude negates - No Air 5, Arc 5, Drd 5, Shu 5, Sky 5 V, S
10 min./level 40 ft./level 4 hours
Area: 40 ft./level radius cylinder 40 ft. high

Change wind direction and speed.

You alter wind force in the area surrounding you. You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or until you choose to alter your handiwork, which requires concentration. You may create an eye of calm air up to 80 feet in diameter at the center of the area if you so desire, and you may choose to limit the area to any cylindrical area less than your full limit.

Wind Direction: You may choose one of four basic wind patterns to function over the spells area.

A downdraft blows from the center outward in equal strength in all directions.

An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center.

A rotation causes the winds to circle the center in clockwise or counterclockwise fashion.

A blast simply causes the winds to blow in one direction across the entire area from one side to the other.

Wind Strength: For every three caster levels, you can increase or decrease wind strength by one level. Each round on your turn, a creature in the wind must make a Fortitude save or suffer the effect of being in the windy area.

Strong winds (21+ mph) make sailing difficult.

A severe wind (31+ mph) causes minor ship and building damage.

A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships.

Hurricane force winds (75+ mph) destroy wooden buildings, sometimes uproot even large trees, and cause most ships to founder.

A tornado (175+ mph) destroys all nonfortified buildings and often uproots large trees.

Cyclonic Blast
  Sor/Wiz 5  

Horizontal cyclone deals 1d6/level (max 15d6) damage and initiates a bull rush.

Deep Breath
  Arc 1, Drd 1, Rgr 1, Sor/Wiz 1  

Your lungs fill with fresh air for the duration of the spell.

Defenestrating Sphere (F)
  Sor/Wiz 4  

Cloudy gray sphere knocks enemies prone, hurls them upward for subsequent falling damage.

  Arc 3, Clr 3, Drd 3  

Force flying creatures to fall 100 feet or knock landborne people prone.

Dragon Cloud
    Book of Exalted Deeds
  Sanctified 8  

Calls forth an elemental spirit that assumes a cloudy, dragonlike form.

Eye of the Hurricane
  Arc 4, Drd 4  

Cause a hurricane to spring forth around you. It prevents ranged attacks, knocks people back and others prone.

Favorable Wind
  Arc 3, Drd 3, Sor/Wiz 3  
    1 hour

Produces a strong wind that lasts 10 min./level.

Flaywind Burst
  Arc 5, Clr 5, Drd 5, Sand 5, Sor/Wiz 5  

Cone blows away and knocks down smaller creatures and deals 1d6 damage/level.

Gust of Wind
Evocation [Air] 1 standard action SRD
Fortitude negates - Yes Arc 2, Drd 2, Shu 3, Sor/Wiz 2, Storm 2, Weather 2, Wmg 3 V, S
1 round 60 ft. General
Effect: Line-shaped gust of severe wind emanating out from you to the extreme of the range

Blows away or knocks down smaller creatures.

This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path.

A Tiny or smaller creature on the ground is knocked down and rolled 1d4x10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or smaller creature is blown back 2d6x10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting.

Small creatures are knocked prone by the force of the wind, or if flying are blown back 1d6x10 feet.

Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6x5 feet.

Large or larger creatures may move normally within a gust of wind effect.

A gust of wind can't move a creature beyond the limit of its range.

Any creature, regardless of size, takes a -4 penalty on ranged attacks and Listen checks in the area of a gust of wind.

The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights.

In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.

Gust of wind can be made permanent with a permanency spell.

  Arc 3, Clr 3, Drd 3, Rgr 3, Sand 3, Sor/Wiz 3  
    5 minutes

Cloud of dust obscures sight and abrades those passing through it.

Mark of Air
  Sor/Wiz 2  
    6 hours

Subject gains +2 to Dex. The mark can be discharged to create sheild of air that provides +5 deflection bonus for 10 rounds.

Greater Mark of Air
  Sor/Wiz 4  
    6 hours

See Text

Mastery of the Sky
  Sky 8  
    5 minutes

Gain +2 on attack rolls and damage rolls while airborne; maneuverability becomes perfect; foes incur penalties against you.

Obscuring Snow
  Arc 2, Clr 2, Drd 2, Sor/Wiz 2  
    6 hours

Obscures sight in a 30-ft. radius around the caster.

  Arc 6, Drd 6  
    1 hour

Create a large dangerous duststorm.

Smoke Stairs
  Arc 2, Asn 2, Drd 2  

Walk up a column of smoke as if it were solid.

Stolen Breath
  Sor/Wiz 2  

Subject has wind knocked out of it.

Storm Mote
  Arc 3, Drd 3, Sor/Wiz 3  

Dust devil of flensing sand.

Storm Prison
    Far Corners of the World
  Sor/Wiz 6  

Deal 1d6/level (max 15d6) electricity damage to target and encase them in a wind and lightning prison.

    Dragon 314
  Arc 3, Clr 3, Drd 3  

Swift. You rise up to 90 feet but move slowly around by a strong column of air.

Evocation [Air] 1 standard action SRD
Reflex negates; see text - Yes Air 8, Arc 8, Drd 8, Shu 8, Storm 8, Weather 8, Wuj 8 V, S, DF
1 round/level (D) Long General
Effect: Cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall

Cyclone deals damage and can pick up creatures.

This spell creates a powerful cyclone of raging wind that moves through the air, along the ground, or over water at a speed of 60 feet per round. You can concentrate on controlling the cyclones every movement or specify a simple program. Directing the cyclones movement or changing its programmed movement is a standard action for you. The cyclone always moves during your turn. If the cyclone exceeds the spells range, it moves in a random, uncontrolled fashion for 1d3 rounds and then dissipates. (You can't regain control of the cyclone, even if comes back within range.)

Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of damage. A Medium or smaller creature that fails its first save must succeed on a second one or be picked up bodily by the cyclone and held suspended in its powerful winds, taking 1d8 points of damage each round on your turn with no save allowed. You may direct the cyclone to eject any carried creatures whenever you wish, depositing the hapless souls wherever the cyclone happens to be when they are released.

Greater Whirlwind
  Arc 9, Drd 9, Weather 9  

As whirlwind, but larger and more destructive.

Whispering Wind
Transmutation [Air] 1 standard action SRD
None - No Brd 2, EmBarachiel 2, Sor/Wiz 2, Wuj 2 V, S
No more than 1 hour/level or until discharged (destination is reached) 1 mile/level 30 minutes
Area: 10-ft.-radius spread

Sends a short message 1 mile/level.

You send a message or sound on the wind to a designated spot. The whispering wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location. A whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates.

You can prepare the spell to bear a message of no more than twenty-five words, cause the spell to deliver other sounds for 1 round, or merely have the whispering wind seem to be a faint stirring of the air. You can likewise cause the whispering wind to move as slowly as 1 mile per hour or as quickly as 1 mile per 10 minutes.

When the spell reaches its objective, it swirls and remains in place until the message is delivered. As with magic mouth, whispering wind cannot speak verbal components, use command words, or activate magical effects.

Wind Walk
Transmutation [Air] 1 standard action SRD
None and Will negates (harmless) - No and Yes (harmless) APeace 6, Arc 6, Celerity 6, Clr 6, Drd 7, Shu 6, Sky 6 V, S, DF
1 hour/level (D); see text Touch 24 hours
Targets: You and one touched creature per three levels

You and your allies turn vaporous and travel fast.

You alter the substance of your body to a cloudlike vapor (as the gaseous form spell) and move through the air, possibly at great speed. You can take other creatures with you, each of which acts independently.

Normally, a wind walker flies at a speed of 10 feet with perfect maneuverability. If desired by the subject, a magical wind wafts a wind walker along at up to 600 feet per round (60 mph) with poor maneuverability. Wind walkers are not invisible but rather appear misty and translucent. If fully clothed in white, they are 80% likely to be mistaken for clouds, fog, vapors, or the like.

A wind walker can regain its physical form as desired and later resume the cloud form. Each change to and from vaporous form takes 5 rounds, which counts toward the duration of the spell (as does any time spent in physical form). As noted above, you can dismiss the spell, and you can even dismiss it for individual wind walkers and not others.

For the last minute of the spells duration, a wind walker in cloud form automatically descends 60 feet per round (for a total of 600 feet), though it may descend faster if it wishes. This descent serves as a warning that the spell is about to end.

Wind Wall
Evocation [Air] 1 standard action SRD
None; see text - Yes Air 2, APeace 3, Arc 3, Clr 3, Drd 3, HB 3, Rgr 2, Shu 3, Sor/Wiz 3 V, S, M/DF
1 round/level Medium General
Effect: Wall up to 10 ft./level long and 5 ft./level high (S)

Deflects arrows, smaller creatures, and gases.

An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures).

While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points.

Wind's Favor
  Arc 4, Drd 3  

Create strong wind for 1 hr./level.