W3bDragon
2016-10-20, 04:35 AM
Hi folks,
I'm playing a 14th level druid in a pathfinder only game and I'm about to fight a creature that uses Wind Walk as an escape spell. I have no reliable way to interrupt or counter the spell. I really want to make sure that the creature can't escape. As such, I thought of using Control Winds to stop the creature from flying away once he's in Wind Walk form. I can cast Control Winds at CL 16.
Reading both spells leaves the idea plausible, but iffy. Wind Walk creates magical wind that "wafts" the caster along. So it would seem that if there is no wind, the caster would not be able to gain speed beyond the basic 10 ft fly speed that Wind Walk grants. Control Winds seems able to reduce the wind speed from the speed stated in Wind Walk, which would roughly equate to Windstorm levels, down to light wind (0-10 mph) without any trouble. That's where it gets iffy. What's to stop the Wind Walker to from again attempting to "waft" away, increasing the wind speed again, even after I slow down the wind?
Secondly, and here is where it gets convoluted, Control Winds states that:
Each round on your turn, a creature in the wind must make a Fortitude save or suffer the effect of being in the windy area. See Environment for more details.
Does that mean that if the creature makes the save, he can continue wafting along at 600 ft/rd? Or does the save only indicate the effects of the wind as per the Wind Effects table (checked, blown away, fly skill negatives, etc) and that the magical Wind Walk wind is still negated?
The session is tomorrow and I wanted to get some opinions before the game starts. Thanks.
I'm playing a 14th level druid in a pathfinder only game and I'm about to fight a creature that uses Wind Walk as an escape spell. I have no reliable way to interrupt or counter the spell. I really want to make sure that the creature can't escape. As such, I thought of using Control Winds to stop the creature from flying away once he's in Wind Walk form. I can cast Control Winds at CL 16.
Reading both spells leaves the idea plausible, but iffy. Wind Walk creates magical wind that "wafts" the caster along. So it would seem that if there is no wind, the caster would not be able to gain speed beyond the basic 10 ft fly speed that Wind Walk grants. Control Winds seems able to reduce the wind speed from the speed stated in Wind Walk, which would roughly equate to Windstorm levels, down to light wind (0-10 mph) without any trouble. That's where it gets iffy. What's to stop the Wind Walker to from again attempting to "waft" away, increasing the wind speed again, even after I slow down the wind?
Secondly, and here is where it gets convoluted, Control Winds states that:
Each round on your turn, a creature in the wind must make a Fortitude save or suffer the effect of being in the windy area. See Environment for more details.
Does that mean that if the creature makes the save, he can continue wafting along at 600 ft/rd? Or does the save only indicate the effects of the wind as per the Wind Effects table (checked, blown away, fly skill negatives, etc) and that the magical Wind Walk wind is still negated?
The session is tomorrow and I wanted to get some opinions before the game starts. Thanks.