Summon Wind (Wizard Spell)

With this spell, the wizard calls up a steady wind to fill the sails and blow a ship in the desired direction. The wind never blows harder than re­quired for a moderate rate of travel, but is com­pletely reliable for as long as it lasts. It is unaffected by prevailing winds. To cast this spell, the wizard must know the true name of a wind el­emental, whose help he calls upon to direct the magical winds. If the same elemental has been called previously, there is a 5% cumulative chance per summoning that the elemental refuses to serve. If this happens, the elemental arrives, but is uncontrollable.
Once the spell is successfully cast, the dura­tion of the resulting wind must be determined. The wizard makes an Intelligence check. Failure means the wind blows for one hour and then dies out. Success means the wind lasts all day or until dismissed by the wizard. At the end of each day of sailing, another Intelligence check must be made. When the check fails, the wind ceases. The wizard can cast other spells while the wind blows, but once it stops it does not start again unless magically summoned once more.
The material component is a flask of air cap­tured and sealed in a bottle on the Elemental Plane of Air. The spell takes effect when the bottle is opened and the air released.
Notes: Common for Sea mages, uncommon for air mages and artificers; otherwise, very rare. (Updated from Dragon Magazine.)
Category:Wizard Spells
Category:Spells from Wizard's Spell Compendium
Category:Spells