Divine Zephyr
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.