Wind (LL)

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==Wind (intermediate god)==
Wind, also known as Hotoru, is the master of weather and climate. Upon his breath, he carries life-giving rains or the parched gasps of drought. He can cool off a hot day, or he can uproot trees and topple even the sturdiest of lodges with a tornado. Wind takes great joy in his liberty from the Great Spirit's authority, exercising his powers with caprice and whim.
In his true form. Wind is an invisible swirl of air that can always be felt and sometimes heard, but never seen. He has the power to control weather at will, even to the point of parching the land with hot breezes one moment and covering it with terrible blizzards the next.
Role-playing Notes: Wind is chaotic and capricious. Upon noticing any slight, he is likely to take vengeance in the form of catastrophic weather. Omens from Wind take the form of unusual winds. When he punishes one of his own priests, he carries the offender away in a powerful tornado and drops him in the middle of a large body of water.
Statistics: AL en; WAL any; AoC weather, agriculture; SY tornado.
==Wind's Avatar (Fighter 10, Wizard 10)==
In avatar form, Wind always appears as the huge chief of an unknown tribe. In one hand, he carries a massive club and in the other a huge war lance.
: Str 20
: Int 16
: MV 15, 20 f
: AC -1
: #AT 3/2	
: Dex 19
: Wis 15
: SZ 8'
: HD 10
: THAC0 11	
: Con 18
: Cha 18
: MR 35%
: HP 80
: Dmg 1d10 +8
Special Att/Def: Wind's avatar can unleash a lightning bolt which does 2d10 points of damage, always hits its target, and has a range of 900 yards. He can only be hit by +1 or better weapons or magic. Wind's avatar can fly at will. Both his club and his lance do 1d10 damage and require a strength of 18/00 to wield. The lance fires a 2d10 lightning bolt once per round. Wind's avatar casts spells as a 10th level wizard, and can call upon any spell of up to 5th level from the invocation/evocation school.
==Duties of the Priesthood==
Clerics of Wind must meet the standard clerical requirements, but may use any weapon in battle. They must constantly appease Wind with sacrifices of food and valuables, and are liable to incur his wrath if such sacrifices are not made at least weekly. In agricultural tribes, Wind's priests are treated with a combination of awe and mistrust, for the wellbeing of the entire tribe often depends upon the ability of such priests to earn and hold Wind's favor.
Requirements: AB standard; AL any c; WP any; AR b; SP all, combat, elemental, weather; PW 5) summon rain (500 yard area); TU nil.
==Sage Advice (Dragon Issue #197)==
Last issue, I promised to start giving unofficial suggestions for using the optional spheres of priest spells from the Tome of Magic with the deities in Legends & Lore. I'll work through one pantheon a month until they're all done. Here's the list for the pantheon:
* Wind: Major: Time; Minor: Chaos, War.