Control winds

Control winds was a transmutation or alteration spell that allowed the caster to control wind.

Effect
When cast, the spell allowed the caster to control the winds in a targeted area. The spell allowed the caster to increase or decrease the speed of the prevailing winds, from a zephyr to a hurricane. Later versions of this spell could control the direction of the wind or even produce tornado-level winds. The spell also allowed the caster to create downdrafts and updrafts, create an area of calm air, or create a short burst of powerful wind moving in a single direction. This spell was often used aboard spelljammers, for creating a calm area in the atmosphere when landing on a planetary surface, or to increase the maneuverability of a vessel while in the phlogiston.

Components
This spell required only verbal and somatic components.

Variants
The Red Wizards of Thay created an arcane version of this spell that also required no material components.

Appearances

 * Adventures:
 * Dungeon #75: "Into the Nest of Vipers"