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CONTROL WINDS

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Spell details

  • Aeromancy spell (75% complexity)
  • (No Specific Target) target, 4 second cast time
  • Classes granted this spell: Wizard, Ranger
  • Races granted this spell: (No player races)
  • Races afflicted by this spell: (No player races)
  • Costs 2.5 practices per percent learned.
  • Tags: Utility
  • Spell Points Required: 169
  • Consumes 3 air reagents, 1 runestone reagent, 1 ethereal reagent when cast.
  • This spell cannot be used underwater.
  • This spell cannot be used indoors.
  • This spell can only be used in the Wilderness.
  • This spell involves a verbal component.
  • This spell involves a somatic component.
  • 'control winds' is available for practice from the shop: 'Arianus' Mage Training - Sigil'.
  • 'control winds' is available for practice from the shop: 'Otto's Magic Library - Palace of Diocletian'.
  • 'control winds' is available for practice from the shop: 'an Archon Master's Spell Training - Towne of Decara'.
  • 'control winds' is available for practice from the shop: 'Pyrian's Ranger Training - Sigil'.

Name

control winds — changes the direction the winds are blowing

Synopsis

cast 'control winds' [<direction>]

Description

This powerful spell attempts to alter the course of the currents of air moving over the world of Alyria. It is a very useful spell if you happen to be travelling via a sail-powered ship.

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