Trade Wind

School conjuration [air]; Level archon 3, cleric/oracle 2, druid 2, sorcerer/wizard 3, summoner 3, witch 2


Casting Time 10 minutes
Components V, S


Range touch
Target one creature or seagoing ship
Duration 24 hours
Saving Throw none; Spell Resistance no


You summon favorable winds for one seagoing vessel, causing a becalmed ship to have a typical amount of wind, and a seagoing ship to have winds that are easily negotiated. The ship’s hourly and daily travel rate increases by 25%. This has no effect on the ship’s tactical (per-round) movement. You cannot reduce the damaging effects of a storm, but you do negate its effect on a ship’s travel speed.

Alternatively you can cast this spell on one creature. The spell does not grant the creature a fly move rate, but it does increase the speed of a creature that already has a fly rate. The creature’s maneuverability class is increased by one step (to a maximum of perfect), and it’s fly speed increased by 10 feet.

Section 15: Copyright Notice

The Genius Guide To: Air Magic. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens

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