Elemental Air • Legacy Witch Spell
Hold Winds

Hold Winds creates a calm pocket around the caster, suppressing ordinary wind and the debris it carries. It is a preserved legacy Witch and Druid spell.
Hold Winds at a Glance
| 5.5e / 2024 | No direct conversion published here |
|---|---|
| 5e / 2014 | No direct conversion published here |
| Pathfinder 1e | Not a Pathfinder Witch spell by default |
| D&D 3.x Legacy | Witch 1, Druid 1 |
Spell Rules by Edition
Hold Winds — 5.5e / 2024
Status: no direct conversion is published here.
Hold Winds — 5e / 2014
Status: no direct 2014 conversion is presented.
Hold Winds — Pathfinder 1e
Status: this legacy spell is not added to the Pathfinder Witch list automatically.
Hold Winds — D&D 3.x Legacy
| School | Elemental Air |
|---|---|
| Level | Witch 1, Druid 1 |
| Components | V, S, M |
| Casting Time | 1 action |
| Range | Touch |
| Area | 100-yard radius around the caster |
| Duration | 1 turn/level |
| Saving Throw | None |
| Spell Resistance | Yes |
The spell suppresses the effects of ordinary, nonmagical wind inside its area. Wind continues outside the calm pocket but does not blow through it. Windborne dust, grit and other mundane debris are likewise kept out.
Material component: a small piece of paper folded into a fan.
Using Hold Winds in Play
Hold Winds is useful in storms, dust clouds, exposed camps and any situation where mundane wind matters. It does not automatically cancel magical wind effects unless a conversion specifically says so.
What Changed?
No modern conversion is assumed. The broad suppression of nonmagical wind and legacy turn-based duration remain part of the older d20 spell only.
Counterplay and Related Magic
Hold Winds does not automatically suppress magical wind unless a conversion says so. Compare Wind Wall. Counterspell can prevent casting; Dispel Magic can end the ongoing effect under legacy rules.
Rules Sources and Licensing
Legacy source: Liber Mysterium: The Netbook of Witches and Warlocks.
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