Deities: Duthila (N), Lliendil (CN), Tuilviel Glithien (CG)
Name: Sky
Granted Power: Your fly speed (or glide speed) improves by 5 feet. Add Spot to your list of cleric class skills. Races of the Wild
Name | ||
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School | Casting Time | Source Book |
Save - Res | Level | Comps |
Dur | Range | Recharge |
Effect | ||
Expensive Focus | ||
Expensive Material | ||
XP Cost | ||
Description | ||
Full Description | ||
Raptor's Sight | ||
RotW | ||
Arc 1, Drd 1, Rgr 1, Sky 1 | ||
6 hours | ||
Gain +5 on Spot checks; range increment penalty halved. |
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Summon Dire Hawk | ||
RotW | ||
Arc 2, Drd 2, Sky 2 | ||
5 minutes | ||
Summons dire hawk to serve you. |
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Enduring Flight | ||
RotW | ||
Sky 3, Sor/Wiz 4 | ||
1 hour | ||
Carry medium loads at full fly speed; flight duration doubles. |
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Aerial Alacrity | ||
RotW | ||
Sky 4, Sor/Wiz 4 | ||
5 minutes | ||
+30 ft. fly speed, +1 AC and Reflex saves while flying, maneuverability improves by one category. |
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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. |
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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. |
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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. |
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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. |
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Reverse Gravity | ||
Transmutation | 1 standard action | SRD |
None; see text - No | Arc 8, Drd 8, Sky 7, Sor/Wiz 7 | V, S, M/DF |
1 round/level (D) | Medium | General |
Area: Up to one 10-ft. cube per two levels (S) | ||
Objects and creatures fall upward. |
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This spell reverses gravity in an area, causing all unattached objects and creatures within that area to fall upward and reach the top of the area in 1 round. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell duration, affected objects and creatures fall downward. Provided it has something to hold onto, a creature caught in the area can attempt a Reflex save to secure itself when the spell strikes. Creatures who can fly or levitate can keep themselves from falling. |
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Mastery of the Sky | ||
RotW | ||
Sky 8 | ||
5 minutes | ||
Gain +2 on attack rolls and damage rolls while airborne; maneuverability becomes perfect; foes incur penalties against you. |
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Summon Devoted Roc | ||
RotW | ||
Sky 9 | ||
6 hours | ||
Summons powerful roc to serve you. |