Spell - Zephyr Shield

Zephyr Shield

“Bærwynnd twisted his hands about each other as a vortex of wind erupted and protected the Hazard from harm…”

Source: Aeromancy

Reign of Hazards

DC: 12
Casting Time: 1 Action
Components: V
Range: Close
Duration: Varies
Save: None

The caster conjures up a magical winds that shield and defend him from opponents.

Corruption

Roll 1d8: (1-4) minor corruption; (5-7) major corruption; (8) greater corruption

Misfire

Roll 1d4: (1) caster’s shield appears as gale force winds aimed inward instead of spreading out, causing 1d4 damage as it explodes against him; (2) a shield of turbulent winds is accidentally summoned to benefit nearest enemy, granting that enemy a +4 AC bonus for 1d3 turns; (3) caster accidentally summoned shield horizontally blow his feet, lifting him up 3" from the ground and causing him to slide on it for the next 1d3 +1 rounds; this increases his speed by +10’ but imposes a -1 penalty to attacks, spell checks, damage and AC as he slips and slides haphazardly; (4) caster completely in cases himself in a windstorm that blocks all attacks, damage, spells, physical contact between him and the rest of the world, such that he is completely encased in a transparent bubble which renders him in vulnerable to attack but also unable to move or communicate outside the bubble for 1d4 rounds.

Table: Casting Check
Result Description
1 Lost, failure and worse! Roll 1d6 modified by luck: (0 or less) corruption + misfire; (1-2) corruption; (3+) misfire.
2-11 Lost & failure.
12-13 The caster conjures a weak shield of winds that provides a +2 bonus to AC for 1d6 rounds.
14-17 The caster conjures a shield of winds that provides a +4 bonus to AC for 2d6 rounds.
18-19 The caster conjures a shield of winds that provides a +4 bonus to AC for 1d3 turns. When casting the spell, the caster can apply the shield to himself or one ally touched.
20-23 The caster conjures a shield of winds that provides a +4 bonus to AC for 1d3 turns. When casting the spell, the caster can apply the shield to himself or one ally touched. In addition to the AC bonus, the shield also blocks magic missile automatically.
24-27 The caster conjures a shield of winds that protects him or a touched ally. The winds last for 1d4+1 turns and has three benefits: it provides a +4 bonus to AC; it blocks magic missile automatically; and it blocks most attacks from mundane projectiles, reducing damage from any arrow, sling stone, bolt, dart or other ranged weapon by 10 points per attack for the duration of the spell.
28-29 The caster conjures two shields of winds that protects him and one touched ally. Each shield lasts for 1d4 hours and has four benefits: it provides a +4 bonus to AC; it blocks magic missile automatically; it blocks most attacks from mundane projectiles, reducing damage from any arrow, sling stone, bolt, dart or other ranged weapon by 10 points per attack for the duration of the spell; and it provides a benefit of counterspelling equal to a +2 bonus to any subsequent spell check made as a counterspell.
30-31 The caster conjures a battalion of zephyr shields that protect him and his allies. The caster is automatically shielded, as are all allies within a 10’ radius. Each shield lasts 1d4+1 hours and follows the allies even if they leave the caster’s side. Each shield has four benefits: it provides a +6 bonus to AC; it blocks magic missile automatically; it blocks most attacks from mundane projectiles, reducing damage from any arrow, sling stone, bolt, dart, or other ranged weapon by 20 points per attack for the duration of the spell; and it provides a benefit in counterspelling equal to a +4 bonus to any subsequent spell check made as counterspell.
32+ The caster calls forth a torrent of wind that protect him and his allies. The caster is automatically encased in this magical shield, as are all allies within a 10’ radius. The shimmering whirlwinds last until the next sunrise and follows the allies even if they leave the caster’s side. Each whirlwind has five benefits: it provides a +8 bonus to AC; it blocks magic missile automatically; it reduces damage on all attacks against its target by 2 points; it blocks most attacks from mundane projectiles, reducing damage from any arrow, sling stone, bolt, dart, or other ranged weapon by 20 points per attack for the duration of the spell; and it provides a benefit in counterspelling equal to a +4 bonus to any subsequent spell check made as counterspell.

Dungeons and Dragons, 5e

Level: 1
Casting Time: 1 Action
Components: V
Range: Close
Duration: Varies
Save: None

The caster conjures up a magical winds that shield and defend him from opponents.

Corruption

Roll 1d8: (1-4) minor corruption; (5-7) major corruption; (8) greater corruption

Misfire

Roll 1d4: (1) caster’s shield appears as gale force winds aimed inward instead of spreading out, causing 1d4 damage as it explodes against him; (2) a shield of turbulent winds is accidentally summoned to benefit nearest enemy, granting that enemy a +4 AC bonus for 1d3 turns; (3) caster accidentally summoned shield horizontally blow his feet, lifting him up 3" from the ground and causing him to slide on it for the next 1d3 +1 rounds; this increases his speed by +10’ but imposes a -1 penalty to attacks, spell checks, damage and AC as he slips and slides haphazardly; (4) caster completely in cases himself in a windstorm that blocks all attacks, damage, spells, physical contact between him and the rest of the world, such that he is completely encased in a transparent bubble which renders him in vulnerable to attack but also unable to move or communicate outside the bubble for 1d4 rounds.

Table: Casting Check
Result Description
1 Lost, failure and worse! Roll 1d6 modified by luck: (0 or less) corruption + misfire; (1-2) corruption; (3+) misfire.
2-11 Lost & failure.
12-13 The caster conjures a weak shield of winds that provides a +2 bonus to AC for 1d6 rounds.
14-17 The caster conjures a shield of winds that provides a +4 bonus to AC for 2d6 rounds.
18-19 The caster conjures a shield of winds that provides a +4 bonus to AC for 1d3 turns. When casting the spell, the caster can apply the shield to himself or one ally touched.
20-23 The caster conjures a shield of winds that provides a +4 bonus to AC for 1d3 turns. When casting the spell, the caster can apply the shield to himself or one ally touched. In addition to the AC bonus, the shield also blocks magic missile automatically.
24-27 The caster conjures a shield of winds that protects him or a touched ally. The winds last for 1d4+1 turns and has three benefits: it provides a +4 bonus to AC; it blocks magic missile automatically; and it blocks most attacks from mundane projectiles, reducing damage from any arrow, sling stone, bolt, dart or other ranged weapon by 10 points per attack for the duration of the spell.
28-29 The caster conjures two shields of winds that protects him and one touched ally. Each shield lasts for 1d4 hours and has four benefits: it provides a +4 bonus to AC; it blocks magic missile automatically; it blocks most attacks from mundane projectiles, reducing damage from any arrow, sling stone, bolt, dart or other ranged weapon by 10 points per attack for the duration of the spell; and it provides a benefit of counterspelling equal to a +2 bonus to any subsequent spell check made as a counterspell.
30-31 The caster conjures a battalion of zephyr shields that protect him and his allies. The caster is automatically shielded, as are all allies within a 10’ radius. Each shield lasts 1d4+1 hours and follows the allies even if they leave the caster’s side. Each shield has four benefits: it provides a +6 bonus to AC; it blocks magic missile automatically; it blocks most attacks from mundane projectiles, reducing damage from any arrow, sling stone, bolt, dart, or other ranged weapon by 20 points per attack for the duration of the spell; and it provides a benefit in counterspelling equal to a +4 bonus to any subsequent spell check made as counterspell.
32+ The caster calls forth a torrent of wind that protect him and his allies. The caster is automatically encased in this magical shield, as are all allies within a 10’ radius. The shimmering whirlwinds last until the next sunrise and follows the allies even if they leave the caster’s side. Each whirlwind has five benefits: it provides a +8 bonus to AC; it blocks magic missile automatically; it reduces damage on all attacks against its target by 2 points; it blocks most attacks from mundane projectiles, reducing damage from any arrow, sling stone, bolt, dart, or other ranged weapon by 20 points per attack for the duration of the spell; and it provides a benefit in counterspelling equal to a +4 bonus to any subsequent spell check made as counterspell.

Pathfinder, 1e

As Written.


Arcana – Spells
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Spell - Zephyr Shield

Reign of Hazards JohnGrady JohnGrady