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Whispering wind, originally called Vilate's whispering,[1] was a simple, arcane transmutation spell that could send someone a message as a whisper on the wind.[2] The spell was utilized by bards, sorcerers, and wizards,[2] and was especially favored by the anagakok of the Great Glacier.[11] Some magical creatures, such as deceiver genies, had the innate ability to cast magic akin to this spell.[12]

Effects[]

When the spell was complete, the caster could sent a short message, carried by the wind, to a specific location known to the caster some number of miles away. The ultimate range depended on the power of the caster but was at least three miles. The message could not be delivered to a location where wind could not blow, such as a sealed chamber, under water, or in a vacuum.[2]

The message carried could be as many as 25 words, or else the wind could simply carry several seconds of other noises. The message or sound was a faint whisper but was loud enough to be heard by anyone within a ten-foot radius. The sounds were delivered regardless of whether or not anyone was there to hear it. While the message was being delivered, the wind swirled around in place. It was not possible to use the whispered message to complete or activate a spell or magic item.[2]

The speed of the breeze carrying the message was controlled by the caster and could range from as gentle as one mile per hour to as fast as six miles per hour. This wind could be maintained for at least three hours or longer, again depending on the power of the caster. If the duration of the spell expired before the destination was reached, the whispered message was lost.[2]

Components[]

Whispering wind required only verbal and somatic components.[2]

History[]

The spell was invented by Netherese arcanist Vilate in −2198 DR.[13]

Appendix[]

Appearances[]

References[]

  1. 1.0 1.1 1.2 slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), p. 25. ISBN 0-7869-0437-2.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 301. ISBN 0-7869-2886-7.
  3. Ed Greenwood, Eric L. Boyd (March 2006). Power of Faerûn. (Wizards of the Coast), p. 72. ISBN 0-7869-3910-9.
  4. James Wyatt (October 2001). Oriental Adventures (3rd edition). (Wizards of the Coast), p. 93. ISBN 0-7869-2015-7.
  5. Richard Baker (November 2004). Complete Arcane. (Wizards of the Coast), p. 92. ISBN 0-7869-3435-2.
  6. David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 147. ISBN 0-88038-716-5.
  7. Richard Baker (1996). Player's Option: Spells & Magic. (TSR, Inc), pp. 180, 183, 185. ISBN 0-7869-0394-5.
  8. Jeff Grubb and Andria Hayday (April 1992). Arabian Adventures. (TSR, Inc), p. 152. ISBN 978-1560763581.
  9. slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), p. 122. ISBN 0-7869-0437-2.
  10. Gary Gygax, David Cook, and François Marcela-Froideval (1985). Oriental Adventures. (TSR, Inc), p. 81. ISBN 0-8803-8099-3.
  11. Rick Swan (1992). The Great Glacier. (TSR, Inc), p. 72. ISBN 1-56076-324-8.
  12. Wolfgang Baur (1993). Assassin Mountain: Monstrous Compendium Pages. (TSR, Inc.). ISBN 9-781560-765646.
  13. slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), p. 26. ISBN 0-7869-0437-2.
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