Issue with Wind Walk


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Dthamilaye said:
IMC, Windwalk does not work indoors at all. Have to be under open sky to use it. Ie, no wind to move you around indoors or underground.

Was about to state the same - which seems reasonably to me, "Wind Walk" IMHO is a travelling-type spell, not meant as a means to do a rush assault on any stationary fortress. The key problem seems to be the 60mph winds enabling rapid movement.

And, btw, magical proximity mines (ahem, Glyphs of Warding, Explosive Runes etc. ) will still prove very hazardous to gaseous characters. As do gaze attacks, area-encompassing elemental effects (such as a large area of fire to pass through or barely over.... or say, dragon's breath ), walls of force, illusions etc. There are quite a number of magical foils and hazards which will become really scary if you have to re-substantiate for 5 rounds to even act against them. And I wonder how an air-borne poisonous agent would affect the group.

Or simply one of my favourite traps - a series of very narrow, blade-studded and edged grids (say, made out of crystal or something like obsidian) with minimal distances between them, blocking an access short-cut for about 30'.... and an Anti-Magic field winking on and off randomly in the middle of the barrier, negating polymorphing, gaseous from, etherealness and similar nuisance (wildshape) effects for a gruesome and surprisingly sudden end.
 

Hypersmurf said:
If you really, really need to be material now, just dismiss the spell.

It's not "duration: (D)", it's "duration: (D); see text". Which would mean that dismissing it is not like dismissing other spells; in particular, it would mean that you still have to deal with the 5-round time.
 

Moving at full speed in a wind walk will make it very difficult to turn corners in a constricted dungeon. As was mentioned above, maneuverability is Poor. It will take the part a couple of rounds to turn tight corners. Wind Walk is not very useful indoors, but it might get them in the front door.

If the PC's are going up against peer-type enemies, then it is perfectly reasonable to expect a certain amount of countermeasures to any type of assault. A simple Wind Wall will stop the Wind Walk grab and run.

Any creature that can detect the PC's can try to attack. Spells still take affect, traps can still work if triggered, etc. The only issue is the speed that the party is moving. Strictly enforce that maneuverability limitation and you reduce that issue.

Poor flying means they have to move at half speed forward, they can only turn 45% in a 5' space once a round. They cannot turn in place. Once the PC's are inside, they are going to have to drop to Perfect maneuverability at 10' unless the palace/dungeon is designed with long, gently curving corridors.

I say you should quietly let the PC's come up with their plan and begin execution. As soon as they come to a turn, hit them with maneuverability and see how they react.
 

hong said:
It's not "duration: (D)", it's "duration: (D); see text". Which would mean that dismissing it is not like dismissing other spells; in particular, it would mean that you still have to deal with the 5-round time.

Hmm. It was explicit in 3E:
A wind walker can regain his or her physical form as desired and later resume the cloud form. Each change to and from vaporous form requires 5 rounds. The character, however, may dismiss the spell, ending it immediately. The character may even dismiss it for individual wind walkers and not others.

Admittedly, the 'immediately' clause does not appear in the 3.5 text.

On the other hand, Fly, which has an effect that lasts beyond the duration of the spell, does not have a "See Text" note in the Duration line of the stat block.

What do you feel would happen if a wind-walker wafted into an Anti-Magic Field? What happens when they leave it?

-Hyp.
 
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Hypersmurf said:
What do you feel would happen if a wind-walker wafted into an Anti-Magic Field? What happens when they leave it?

They would turn back into normal form immediately, and vice-versa when leaving it. A suppressed effect isn't the same as one that's dismissed.
 

I also don't think the magical winds would work indoors, it's surely not meant this way.

I'd only allow the 10 ft. base move indoors, therefore.

Bye
Thanee
 

Ok - So to clarify:

1. Houserule WW to clarify that the "magical wind" effect only works outdoors
2. Further clarify that with poor maneuverability, a WWer moving at a rate between 10 and 601 feet per round cannot make a 90 degree turn and thus will need possibly a great deal of room (based on their movement?) to make this turn unless they significantly slow down. If obstructions are encountered (eg. walls) damage could occur (based on momentum... but what of mass? oh well - that one feels like a can of worms anyway).
3. At these levels, the bad guys deserve what they get if they are not flinging about 6th level or higher spells daily or using permanency on selected abjurations.
4. If you want a lower magic campaign, nix a few "problem" spells that create plot problems (for all sides);

Correctamundo?

~D
 

Has anyone thought of the effect of someone being hit by a 60 MPH gust of wind? Talk about a fast way to knock someone around. I would definetly not allow Wind Walk to be used indoors at a higher speed than the 10 foot per round speed.
 

daemonslye said:
Ok - So to clarify:

1. Houserule WW to clarify that the "magical wind" effect only works outdoors

Good, but for the weirdos, I'd point out just how difficult it is for the human brain to process data when moving 60mph. Imagine trying to do a search at a full run (120). Your brain just won't do it; heck, your neck won't snap side to side fast enough to see all that you need. A fast walk (double move = 60) is probably the fastest you can go.

I mean, look at the kind of sensory input you'd have. In the typical dungeon with 50' hallways you're going to be reaching a corner every 0.5 seconds. This isn't a high speed search, it's a high speed dodge.


2. .... If obstructions are encountered (eg. walls) damage could occur (based on momentum... but what of mass? oh well - that one feels like a can of worms anyway).

I wouldn't do damage. Gas doesn't care much about obstructions. Now maybe a Ref save to see how long it takes them to reorient themselves after impact would be good. (DC = movement rate/10) (Duration=movement rate/100).
 

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