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Issue with Wind Walk
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<blockquote data-quote="uzagi_akimbo" data-source="post: 1674030" data-attributes="member: 15945"><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="uzagi_akimbo, post: 1674030, member: 15945"] 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. [/QUOTE]
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