Favorable Wind

This spell produces a stream of wind that can fill a ship’s sails, disperse vapors and gases, and keep flying creatures at bay.
(Stormwrack)
Originally posted on D&D tools
Evocation [Air]
Level: Druid 3, Sorcerer, Wizard 3,
Components: V, S,
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: 10 min./level (D)
Saving Throw: Fortitude negates
Spell Resistance: No
The wind force is strong, with a speed of about 30 mph.
It begins where you stand and blows directly away from you; you can easily propel a sailing vessel by standing astern of the mast and directing the wind forward to fill the sails.
- Tiny or smaller creatures in the path of the wind are knocked prone, or if flying are blown back 1d6×10 feet.
- Small creatures are checked and cannot make headway against the wind.
- Small airborne creatures are instead blown back 1d6×5 feet.
- Medium and larger creatures can move normally within the effect.
A favorable wind can’t push a creature beyond the limit of its range.
Any creature, regardless of size, takes a -2 penalty on ranged attacks and on Listen checks in the area of a favorable wind.
The wind automatically extinguishes candles, torches, and similar unprotected flames.
In addition to the above-noted effects, favorable wind can do anything that a strong natural wind could do. It can fan a large fire, disperse gases and vapors to the limit of its range in 1 round, and make sailing difficult for small craft nearby.