Winds Of Madness

Frost Magic
340 XP

MP Cost: 30
Threshold: 2
Components: V, S
Casting Time: 10 minutes
Range: 10 miles per level
Target: One individual per two levels
Duration: One hour per level
Saving Throw: Will negates
Prerequisites: Knowledge (nature) 6 ranks, fell of frost
Magic Attack Roll: Sets DC for target’s Will save

The winds of madness are icy gusts of air that seem to howl and whisper eerie messages. All the individuals targeted by this spell must be in the same general area, so that the same wind can reach them all. The spell can have two effects.

Firstly, the spell can be used to carry a message to the targets. The same message is given to each target, as the sorcerer’s words are carried on the howling winds.

Secondly, the spell can be used to drive its victims insane. Targets must make a Will save every hour – if the saving throw is failed, then the victim suffers a –1 penalty to further Will saves made against the sorcerer’s spells until he is able to sleep. Targets cannot rest or get to sleep in the hour after failing a Will save, and so cannot regain hit points, or avoid becoming fatigued. If a character’s Will save is a negative result (for example, the target has a +2 Will save, rolls a 3, and has a –6 penalty to saving throws because of six hours of winds of madness), then he goes temporarily insane (effects lasts for 1d12 hours). The spell has no effect on sleeping or unconscious characters.

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