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Control winds was a transmutation or alteration spell that allowed the caster to control wind.[4]

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.[4][5][7] Later versions of this spell could control the direction of the wind or even produce tornado-level winds.[2][9] 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.[9] 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.[10]

Components[]

This spell required only verbal and somatic components.[4][9]

History[]

It was recorded in Yornar's Trail Companion, a holy text of the church of Mielikki.[11]

Variants[]

The Red Wizards of Thay created an arcane version of this spell that also required no material components.[8]

Appendix[]

Appearances[]

Adventures

Novels & Short Stories

Organized Play & Licensed Adventures

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