The character alters wind force in the area surrounding the
character. The character 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 the character chooses to alter his or her
handiwork, which requires concentration. The character may create
an "eye" of calm air up to 80 feet in diameter at the
center of the area if the character so desires, and the character
may choose to limit the effect to any circular area less than the
character's full range.
Wind Direction: The character 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 Force: For every three caster levels, the character can
increase or decrease wind force by one level of strength. Each
round, a creature in the wind must make a Fortitude save or
suffer the effect.
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.