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Fae Shaman Wind Spells

Rules system: homebrew Sancturi system (October 2018 draft). Legacy design material, not canon for play.

Lore page: Fae Domains.

The Shaman spell list for the Wind demesne (wind, air, flying, sound): twelve spells of gusts, silence and whispers, building to the Winds of the Autai, the four mythical sources of wind.1 The card format is explained on Fae Shaman Spells.

1st order

Spell Casting Effect
Wind Step 1 reaction; interruption +4; 1 creature; range 30 feet; instant; save none; attack --; empower +5 ft A burst of wind propels the target forward or back 1 hex (5 ft). It makes an Acrobatics check 4 (+2 per empower) or falls Prone.

2nd order

Spell Casting Effect
Curse of Eurus (Wind 2, 1) 1 minor action; interruption standard; 1 creature; range sight; 1 round/Demesne; save none/Thunder; attack vs Magical Avoidance; empower +2 Demesne The dark winds of Eurus (Winds of Eurus must be active in the area) envelop the target. Its movement, dodge and any agility or dexterity checks are reduced by 1. For the duration the caster may spend a reaction (and 1 MP) against any attack the target makes to make it go wrong; this works like a guard with a bonus equal to your demesne.
Wandering Winds 1 standard action; interruption +4; 1 sq mi/Demesne around you; range 0; up to 10 rounds; save none; attack --; empower +0.5 sq mi or 2x duration A light wind blows in a wavy but consistent direction. Flying and sailing movement gains +5 in that direction, −5 against it. Missile weapons fired in the area take −1 per range increment.
Wind Push 1 standard action; interruption +0; 1 creature/hex; range 60 feet; instant; save Agility 12; attack --; empower +2 DC Pushes the target 1 hex, plus 1 hex for every 2 by which it missed the save. +2 to the save per size category above Medium, −2 per category below.

3rd order

Spell Casting Effect
Muffle 1 standard action; interruption +0; 1 creature; touch; 1 hour/Demesne; save Willpower 12; attack --; empower 1 creature The creature or object makes much less noise (1/10) for the duration (+5 to move silently checks), and its sound travels much shorter distances.
Whisper 1 standard action; interruption +0; 1 creature; range sight; instant; save none; attack --; empower +1 turn Speak a one-sentence message heard as a faint whisper by a target in sight. Empowered, you can speak a longer message (1 minor action per turn).
Whispering Winds 1 minor action; interruption +4; 1 sq mi/Demesne around you; range 0; up to 10 rounds; save none; attack --; empower +0.5 sq mi or 2x duration Sends faint whispering words across a very wide area. The source is undetectable.
Winds of Eurus 1 standard action; interruption +4; 1 sq mi/Demesne around you; range 0; 10 rounds + 1/Demesne; save none; attack --; empower +0.5 sq mi or 2x duration "Eurus is the mythical source of the East wind, often referred to as the unlucky wind of the east." The wind is inconsistent, gusting in random directions with random intensity: −1 to all ranged attacks and a further −1 per range increment in the area. Skill checks affected by gusts take −1, −2 or −5 (low, moderate or high impact). The caster keeps some control of the winds and can use a minor action to raise a burst within sight that blows papers and debris and puts out candles and small flames. The winds affect all outdoor areas in the area and any unsheltered indoor area the caster stands in.

4th order

Spell Casting Effect
Wind Flurry: Counterspell (Wind 4 : 1) 1 reaction; interruption +2; one ranged attack; range 60 feet; instant; save none; attack --; empower +2 Demesne Ribbons of turbulent air streak toward an incoming attack and throw it off course. Roll d20 + your effective Demesne against the attack's hit score, like any Guard. A Counterspell Guard must have been readied (a Minor Action) to use this reaction.
Wind Wall 1 standard action; interruption standard; 10 ft long/5 ft high per Demesne; range 60 feet; 1 round/Demesne; save none/Thunder; attack --; empower +2 Demesne An invisible vertical curtain of wind 2 feet thick and of considerable strength, a roaring blast able to blow away any bird smaller than an eagle or tear papers from unsuspecting hands (Dex save vs 15 to keep a grip). Tiny and Small flyers cannot pass. Loose materials and cloth fly upward. Arrows and bolts are deflected upward and miss; other large ranged weapons (spear, javelin) passing through have disadvantage to Hit, while boulders, siege projectiles and other massive missiles are unaffected. Gases, most gaseous breath weapons and gaseous creatures cannot pass, though incorporeal creatures can. The wall must be vertical and continuous but may follow any continuous path along the ground, including cylinders and squares enclosing points.

5th order

Spell Casting Effect
Circle of Silence 1 standard action; interruption −4; see effect; range 60 feet; 1 round/Demesne; save none/Thunder; attack --; empower +2 Demesne An area where no sound is made or passes in or out: 5x5 at Demesne 1, 10x10 at 4, 15x15 at 9, 20x20 at 16, 25x25 at 25.
Winds of the Autai 1 standard action; interruption +4; 1 sq mi/Demesne around you; range 0; up to 1 hour; save none; attack --; empower +1 sq mi or 2x duration Choose one of the four mythical sources of wind. Only one kind of wind can be active in an area; if two casters cast this on the same area they contest (d10 + demesne) to see whose wins. The card's example is Eurus, the unlucky east wind, inconsistent and gusting at random: −1 to all ranged attacks in the area, and the caster can use a minor action to raise a burst within sight that blows papers and debris and puts out candles and small flames.

The four winds

A design note headed "Globe of Wind" says the wind spells should include "one of 4 long term channeling type spells (for each direction)", and names the Autai ("winds") and the four winds of Winds of the Autai, each of which "grants the ability to cast special spells":

Wind Character
Boreas cold and fog
Zephyrus powerful, fast wind
Notus wet and stormy
Eurus wild and erratic; the unlucky east wind

Winds of the Autai is marked as the list's capstone spell. An empty four-column table for the winds' spells follows. The four names are the wind gods of Greek myth;2 the design note also quotes a classical passage naming them, which is omitted here as third-party text.

Gap

The special spells each wind grants were never written.


  1. Wind barriers and wind control in the current rules: Wind Barrier and Wind Flux ↩

  2. Whether Boreas, Zephyrus, Notus and Eurus exist in Terrun as gods or only as names of winds is unruled. ↩