Wind Wall

Make a spell card:
NameWind Wall
SchoolEvocation [Air]
LevelAir 2, APeace 3, Arc 3, Clr 3, Drd 3, HB 3, Rgr 2, Shu 3, Sor/Wiz 3
ComponentsV, S, M/DF
Casting Time1 standard action
Recharge TimeGeneral
RangeMedium (100 ft. + 10 ft./level)
EffectWall up to 10 ft./level long and 5 ft./level high (S)
Duration1 round/level
Saving ThrowNone; see text
Spell ResistanceYes
GroupsWalls
VersionSRD
SourcesSystem Reference Document on page 302
Short Description

Deflects arrows, smaller creatures, and gases.

Materials

A: A tiny fan and a feather of exotic origin.

Living GreyhawkOpen

An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures).

While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points.

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

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