daemonslye
First Post
Can move 600ft per round insubstantially
(although accompanied by a "Magical wind");
Lasts one hour per level and each person affected
can act independently;
So - Assuming you have a "snatch and grab" dungeon or
a "kill the main bad guy" dungeon, how do you counter?
Seems like it is much easier to protect against the "scry/teleport"
combo than a group of misty wind walkers blowing through
your palace at 60 mph.
Is there anything I am missing? I am loath to single out
one spell for deletion but I dont see many other choices;
Most other spells have relatively reasonable counters (scry=will save/counterspells,
planar ally costs treasure, gasform=slow move; arcane eye=slow,
ethereal jaunt=personal only, etc.);
Yes - it is a high level (12th) campaign - but this spell renders
a maze, castle or palace open to a quick mapping and allows the
characters to bypass many of the more mundane wards/encounters;
The only thing I can come up with as a counter is a "greater dispel-glyph"
and even then - it feels like crafting a special counter for one
spell (which can potentially be recast after passing the glyph assuming
a scroll or two).
Thanks for any and all suggestions,
~D
(although accompanied by a "Magical wind");
Lasts one hour per level and each person affected
can act independently;
So - Assuming you have a "snatch and grab" dungeon or
a "kill the main bad guy" dungeon, how do you counter?
Seems like it is much easier to protect against the "scry/teleport"
combo than a group of misty wind walkers blowing through
your palace at 60 mph.
Is there anything I am missing? I am loath to single out
one spell for deletion but I dont see many other choices;
Most other spells have relatively reasonable counters (scry=will save/counterspells,
planar ally costs treasure, gasform=slow move; arcane eye=slow,
ethereal jaunt=personal only, etc.);
Yes - it is a high level (12th) campaign - but this spell renders
a maze, castle or palace open to a quick mapping and allows the
characters to bypass many of the more mundane wards/encounters;
The only thing I can come up with as a counter is a "greater dispel-glyph"
and even then - it feels like crafting a special counter for one
spell (which can potentially be recast after passing the glyph assuming
a scroll or two).
Thanks for any and all suggestions,
~D
Wind Walk
Transmutation [Air]
Level: Clr 6, Drd 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Targets: You and one touched creature
per three levels
Duration: 1 hour/level (D); see text
Saving Throw: No and Will negates
(harmless)
Spell Resistance: No and Yes (harmless)
You alter the substance of your body to a
cloudlike vapor (as the gaseous form spell)
and move through the air, possibly at great
speed. You can take other creatures with
you, each of which acts independently.
Normally, a wind walker flies at a speed
of 10 feet with perfect maneuverability. If
desired by the subject, a magical wind
wafts a wind walker along at up to 600 feet
per round (60 mph) with poor maneuverability.
Wind walkers are not invisible
but rather appear misty and translucent. If
fully clothed in white, they are 80% likely
to be mistaken for clouds, fog, vapors, or
the like.
A wind walker can regain its physical
form as desired and later resume the cloud
form. Each change to and from vaporous
form takes 5 rounds, which counts toward
the duration of the spell (as does any time
spent in physical form). As noted above,
you can dismiss the spell, and you can even
dismiss it for individual wind walkers and
not others.
For the last minute of the spell’s duration,
a wind walker in cloud form automatically
descends 60 feet per round (for a
total of 600 feet), though it may descend
faster if it wishes. This descent serves as a
warning that the spell is about to end.