Divine Zephyr

Defenders of the Faith: A Guidebook to Clerics and Paladins (DF)Updated Supplementals (3.0)

Divine Zephyr is a D&D 3.5 spell (Abjuration) from DF. On class lists for Cleric (Level 2), Cleric Variant (Level 2), Cloistered Cleric (Level 2). Range or area: 15 ft.; Saving throw: Fortitude half; Duration: 1 round/level; Casting time: 1 standard action.

School
Abjuration
Casting Time
1 standard action
Components
V, S
Range
15 ft.
Area
15 ft. radius emanation centered on the caster
Duration
1 round/level
Saving Throw
Fortitude half
Spell Resistance
Yes

Divine zephyr creates an immobile ward against fire creatures, such as fire giants. Fire creatures entering or staying in the area take 1d4 points of damage per caster level, to a maximum of 5d4 (Fortitude save for half). This damage continues every round the creature remains in the area, and the Fortitude save is allowed each round.