Air spells [Archive] - Wizards Community

Post/Author/DateTimePost
EternalSeeker

10-20-05, 08:38 PM
Ok I had an idea for a wizard of 11th lvl for a campaign I'm about to be playing in, and I wanted him to use a lot of air spells. My porblem is that I can't find any decent attack spells for him my dm said I could find spells outside of the core 3.0 books, but they have to be oked by him.

I've also come up with a cool spell, but i don't know how to really go about creating it. The spell would be 3rd, or 4th lvl, evoc/conj "not sure which," and would require a ranged touch attack. The affect would be your target gets hacked by a razorsharp blade of air it would be "invisable" because you can't see air. Any suggestions would be helpful.

Thanks in advance
Jaid

10-20-05, 08:42 PM
how about lightning spells?
EternalSeeker

10-20-05, 08:51 PM
i had considered them but as one of my friends just recently played a sorcerer in our last quest that used lightning bolt, and other electic spells almost exclusivly.
BeyondFated

10-20-05, 09:38 PM
There aren't that many wind related spells that I can remember. Wind Walk, Wind Wall, Gust of Wind, and Defestrating Sphere (I horribly botched the spelling, its in Complete Arcane though) are the only ones that I can think of.

If you want my advice, work with your DM to develop more wind spells, or prepare to cast alot of Gust of Wind.
strumbleduck

10-20-05, 10:36 PM
Here's a bunch I just made up:

Air Blast
Evocation [Air]
Level: Sorcerer/Wizard 1
Components: V,S
Casting Time: One standard action
Range: 15 ft.
Area: Cone-shape burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A blast of air shoots from your hands. Any creature caught in the area must succeed at a Fortitude save or fall prone.


Cyclone
Conjuration (Creation) [Air]
Level: Sorcerer/Wizard 2
Components: V,S,F
Casting Time: One standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius cyclone, 40 feet tall
Duration: 1 min./level
Saving Throw: Fortitude negates; see text
Spell Resistance: No

This spell creates a stationary cyclone of raging wind. Everyone caught in the area when the spell is cast must make a Fortitude save or fall prone.

Any prone creature in the area of the cyclone can attempt to stand as a full-round action by succeeding at a DC 15 Strength check. Alternatively, a prone creature may crawl 5 feet through the area of the cyclone as a full-round action.

It can be difficult to move through the area of the cyclone. Creatures wishing to do so must must make a Strength check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10, with a minimum of 5 feet of movement per round.

Casting a spell while caught in the cyclone requires a Concentration check (DC 20 + spell level). Listen checks made within the area of the cyclone receive a -8 penalty. The cyclone extinguishes all flames within its area, and ranged attacks out of, into, or through the area of the cyclone are impossible.

Focus A small whistle.


Tornado
Evocation [Air]
Level: Sorcerer/Wizard 3
Components: V,S
Casting Time: One standard action
Range: Long (400 ft. + 40 ft./level)
Area: Cyclone 20 ft. wide at base, 60 ft. wide at top, and 60 ft. tall
Duration: 1 round
Saving Throw: Fortitude negates
Spell Resistance: Yes

This spell creates a powerful funnel of wind. Any creatures caught in the area must make a Fortitude save or be sucked into the funnel and whirled around for 1 round. Creatures who fail their saving throw take 3d6 points of nonlethal damage and can take no actions for 1 round. At the end of the round, such creatures are expelled violently from the tornado, causing 3d6 points of bludgeoning damage.

Any creature who enters the area of the tornado must make a Fortitude save or be subject to its effects. However, such creatures receive a +4 bonus to their saving throw.

The tornado extinguishes all flames within its area, and ranged attacks out of, into, or through the area of the tornado are impossible.


In addition, you might want to convince your DM to add the following monsters from the summon nature's ally list to the summon montser list. This should make your summoning better than a typical wizard (but not as good as a druid):

2nd level
Small Air Elemental

4th level
Medium Air Elemental
Juvenile Arrowhawk

5th level
Large Air Elemental
Adult Arrowhawk

6th level
Huge Air Elemental

7th level
Greater Air Elemental
Elder Arrowhawk
Djinni (genie)
Invisible Stalker

9th level
Elder Air Elemental

Other possible creatures to summon:
Ice and Smoke paraelementals from the manual of the planes.
I think it would be reasonable to summon air mephits, dust mephits, and ice mephits using summon monster III.
I also think it would be reasonable to summon "air element creatures" (see the template in manual of the planes) instead of celestial creatures using the summon montser spell.


You should also have access to all the spells in the cleric air domain.

Also take a look at "Defenstrating Sphere" in Complete Arcane.
strumbleduck

10-20-05, 11:04 PM
Gust of Wind, Greater
Evocation [Air]
Level: Drd 5, Sorcerer/Wizard 5
Range: 60 feet
Duration: Concentration, up to 1 round/level
Effect: Cone-shaped gust of hurricane-force wind emanating out from
you to the extreme of the range.

This spell is similar to gust of wind, but the wind is stronger (approximately 100 mph).

Any Medium or smaller creature on the ground is knocked down and rolled 1d4x10 feet per round, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Medium or smaller creature is blown back 2d6x10 feet per round and takes 2d6 points of nonlethal damage due to battering and buffeting.

Large creatures are knocked prone by the force of the wind, or if flying are blown back 1d6x10 feet per round.

Huge creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6x5 feet per round.

Gargantuan or larger creatures may move normally within the area of the spell.

Any creature takes a -8 penalty to Listen checks in the area of a gust of wind. Ranged attacks into, out of, or through the area are impossible.
pmurray@bigpond.com

10-20-05, 11:59 PM
How about a suffocate spell (affects creatures as per the rules for drowning)? Or one that creates a vaccum around a victim, and thereby makes their eyeballs explode as per "Total Recall"?

Hmm ... that would be the "Air + Negative Energy" spells. Air+positive energy is lightning, air+water is ice ... what's air+fire? Blast of Searing Wind (think paint stripper)?
cwslyclgh

10-21-05, 01:28 AM
some of the spells in sandstorm might be useful as air themed spells Storm mote (Sor/wiz 3) and flaywind burst (Sor/wiz 5) spring to mind.

from Stormwrack we have favorable wind (Sor/wiz 3) and the reprint of that 1e classic airy water (Sor/Wiz 5) although admitably niether of those are attack spells.


Frostburn has thin air (Sor/Wiz 3) and boreal wind (Sor/wiz 5)... hmmm... air related spells and 3rd and 5th level, seems to be a pattern in the invornement books.
EternalSeeker

10-23-05, 01:50 AM
thanks for the ideas.

I'm thinking to get some attack spells I'll talk to my DM about changing the energy type. Also looking at the elemental salvant electricity is allied with air so I could also use that
pmurray@bigpond.com

10-23-05, 08:57 AM
It occours to me that any sort of sonic damage might reasonably be taken as part of the Air domain.
EternalSeeker

10-23-05, 04:34 PM
it might be. dose anyone know if it is?
cwslyclgh

10-23-05, 04:44 PM
techincally no, the energy type of electricity is linked to the element of air in WotCese... however, even a spell which cause sonic damage due to a thunder type roar would be perfectly in flavor for an "air mage" even if it is not technically an "air" spell.
EternalSeeker

10-23-05, 05:29 PM
that sounds like it could add to the character if my dm allows me use Resonating Bolt from CA
Jayr

10-23-05, 09:22 PM
Level: Sorcerer/Wizard 1

A blast of air shoots from your hands. Any creature caught in the area must succeed at a Fortitude save or fall prone.A 1st-level spell creating a blast of wind that knocks a foe down appears to be fine-- until a shrewd player starts using it to knock powerful opponents off the edges of cliffs. :D