Windwar (Wizard Spell)

This spell brings forth a powerful tempest of thunder, lightning, wind, and rain that may damage multiple targets in aerial combat with the caster. The primary effect of the spell is its turbulent winds. Winds continually buffet and whip all targets in the area of effect, tossing them through the air in various random directions. In order to simulate the swirling of wind in the area of effect, roll 1d8 for the compass direction (1 = N, 2 = NE, 3 = E, etc.) and 1d6 x 10 for the distance in yards that each target is flung through the air. However, the effects of the winds on all aerial targets are variable according to the victims' sizes. Small creatures of 2HD or less take 2d8
points of damage per round and are hurled twice the usual distance; attacking, defending, and normal movement are impossible. Man-sized creatures are buffeted for 1d8 points of damage per round, move at half-speed, and attack at a -4 penalty to hit. Large creatures have their movement reduced by one-third, but aren't buffeted about and take no damage; larger beasts are unaffected. Creatures composed of air (air elementals, aerial servants, etc.) are completely unaffected by the winds created by the spell. The DM may deem that other creatures with considerable power over the air are likewise unaffected. Spells that generate gaseous effects, such as cloudkill, are immediately disrupted by windwar. Lightning strikes at selected living targets in the area of effect: every 1d6 rounds, 1d4 bolts affect random targets as per the spell lightning bolt. The bolts inflict 3d6 points of damage to one target creature each, save vs. spell for half damage. Targets are selected randomly by the DM.
In addition, thunderclaps sound every time the lightning bolts strike. All targets in the air must save vs. paralyzation or be stunned for one round by the deafening thunder. Those affected are stunned and unable to act for the round. Flying creatures with less than 8HD also must make a second save vs. paralyzation to remain aloft, otherwise plummeting to earth.
The heavy, swirling rains in the area reduce visibility to one-half but cause no damage, except to those creatures affected by water. (As a general rule, such creatures take 1d6 points of damage per round in the area of effect.)
The caster must be airborne for the spell to work, and it will cease to function if its area of effect ever contacts the ground. The caster is not affected by the spell, save for the reduction in visibility, nor is the caster's mount, if any. The spell is centered on and moves with the caster, continuing to affect other creatures in the area re­gardless of the caster's wishes.
Notes: Uncommon for Weather mages, rare for Air mages; otherwise very rare. (Updated from Dragon Magazine.)
Category:Wizard Spells
Category:Spells from Wizard's Spell Compendium
Category:Spells