These are a few spells which Larathia has created in order to facilitate the workings of her guards. Feel free to use them in any campaign, all I ask is that the name remain the same.
(Elemental Air) Level 1 Range: 0 Components: V,S Duration: concentration Area of Effect: caster This spell allows an avariel elf (or other winged being) to fly faster in a single direction. Upon casting, a breeze of up to 10 miles per hour per caster level springs up behind the caster. (The caster needs to be facing the direction s/he wants to fly in when casting). The caster will then fly at that rate for as long as s/he holds concentration on the spell. Concentration in this case means no combat, and no spell casting, but conversations and movement go as normal. No matter how strong or weak the breeze is, the caster will fly without harm at that rate for as long as the spell lasts, and only the caster will feel the 'breeze'. (This spell is often employed by avariel messenger/scouts when they have a long way to go or a deadline to meet.)
Level 1 Range: touch Components: V,M Duration: 1 round per caster level Area of Effect: 1 arrow/missile per caster level This spell is much like the first, except that in this case the breeze or tailwind affects arrows, allowing avariel to largely ignore range concerns in combat. The spell, once cast, allows the arrow to travel up to a mile (or as far as the firing avariel can determine small detail, which in my campaign is a mile) and still do normal damage. The arrow gains no other bonuses beyond range, and the effect only lasts until it hits a target or the duration period ends (once fired, if it was within the duration, it'll keep going regardless). This is the only purely combat spell devised thus far; since the main advantage avariel have in combat is their flight, Nighthawk tries to keep them as far up-and-out-of-ground-bowshot as possible.
Level: 1 Range: 10 yds/caster level Components: V,S Duration: concentration Area of effect: a 3'radius column, height 10ft. per caster level This spell is designed as a defense against missile attack. It creates a small whirlwind, centered usually upon the caster or an enemy archer, which will drive arrows and other missiles off-target. The whirlwind can be up to 10mph per caster level, and for each 10mph can deflect missiles weighing up to 1/10th the whirlwind's speed, or after 50mph up to the total speed (50 mph can deflect 50 pounds, and so on--or just check what a real whirlwind that speed can pick up). The spell is not effective at point-blank range. While concentrating on this spell, the avariel cannot fight or cast other spells, but is free to move. The whirlwind cannot be used offensively, for whatever it deflects is carried in the whirlwind until spells end, when it is thrown out in a random direction at the whirlwind's speed. (Ok, maybe arrows won't hurt--but at higher levels it'll pick up boulders and people, and those -will- hurt). The spell cannot be retargeted, but it will move with its center--so if the archer moves, it will too. There is a 3' wide calm in the center of the whirlwhind, where the target stands. If the target can fly, it can escape the spell simply by remaining in its center and flying out the top or bottom, which will cause the spell to end. (And incidentally, cause a crippling headache in the caster).
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