| Post/Author/DateTime | Post |
|---|---|
| Drachasor06-22-05, 03:06 AM | If a 9th level Druid casts Control Winds in an area with absolutely no wind, can he only get the wind speed up to Strong (Light->Moderate->Strong), or can he take the winds up to Windstorm (Strong->Severe->Windstorm)? The Spell says you can move it up 1 level for every 3 caster levels, so that's clearly 3 levels overall at 9th. However, it is unclear where this starts. The list of levels they give with the spell starts at Strong Winds and goes up, whereas the overall list of wind levels in the DMG starts at Light and goes up. Basically, where do you start? Personally, it seems that Windstorm might be a bit strong for a 5th level spell cast by a 9th level caster, but only going to Strong seems extremely weak as a 5th level spell (can't affect even small creatures). So it is a bit hard for me to call, though I tend to favor the Windstorm at 9th level interpretation. Also, it is clear that a fort save against the spell negates its effect each round, but do they get two Fort Saves? One for the spell and then one to see if they resist the wind as per the chart in the DMG? (This would make the spell weaker at all levels, expecially low ones, most certainly). Seems like getting two fort saves might help balance out any Windstorm issues. -Drachasor |
| RavenDrake06-22-05, 04:00 AM | My take on it is: You can increase or decrease the wind in the area one stage for every 3 caster levels. That means it goes from None/Light>Moderate>Strong(if you're starting at no wind in the area). The spells description only starts describing at Strong because that's the first stage of wind that had any signifigant tangible effects(though weaker wind effects may have uses, such as against gas attacks or swarm creatures). And yes, judging by the way the saving throw is worded (Fortitude Negates, vs. see description{for more information}), then they get two saves. First fortitude save negates the effects of the wind if succussful, otherwise, they must make saves as normal against the wind effects(if any apply). But, that's my take on the spell. |
| Drachasor06-22-05, 08:21 AM | Hmm, if Light includes no wind, then I suppose starting from zero should get you to Severe at least. None=Light--1st-->Moderate--2nd-->Strong--3rd-->Severe. -Drachasor |
| redkite06-22-05, 08:42 AM | The question I was curious about is, with concentration, can the wind strength be modified higher or not (thats how we play it)? Looking at the DMG (pg 95), round 1 takes it from Light (Wind 0-11mph) to Severe (3 steps up, Light-Moderate-Strong-Severe). Then on round 2, can you bump it up further (Severe-Windstorm-Hurricane-Tornado), since the condition is now starting at Severe? Is the fort save the same the entire time or does it switch to the wind condition save (we play it the same fort save, determined by the spell, 15 + Wis mod). And if the save is failed, can the character on their turn still move against the wind (if a flyer is knocked out of the sky, can they rise above the 40ft ceiling of the spell even though they missed the save)? It is a complex spell in need of a much better description. |