
Kalridian |
1 person marked this as FAQ candidate. |

Alter winds says, it only affects natural winds, but control winds has no such limitation. So if a 10th level druid were to cast alter winds, to increase a strong wind (which shouldn't be too uncommon) to severe wind, could he then use this severe wind as a basis to reach a tornado force wind under his control via control winds? If yes, this seems a pretty powerful combination.

MechE_ |

I would think that the answer to your question is no, since alter winds says you can't alter magical winds, I think it wouldn't work with control winds.
The combo you're looking for is possible, but it requires Control Weather (level 7 spell) and Control Winds (5th level spell). Control weather lasts basically 1 to 3 days so once you cast it, you only need control winds to quickly whip up a tornado or hurricane. This works since control Winds does not have the same "non-magical winds only" criteria. This requires a 13th level Druid though, so it's not available until later in the game.
That said, even then, this is an insanely powerful combo, as long as you don't mind a little collateral damage. Unless you're on the open seas, or in a plain, expect that you'll uproot trees, knock down buildings, send horses flying, and just generally wreak havoc.

Kalridian |

I am the GM and my Sylvan Elemental(Air)Sorcerer asked if he could learn control winds even though it is not normaly on his spell list. Since it fits very well thematically, I will probably allow it.
I just want to be ready to make a ruling, when he comes up with the alter + control combination sooner or later.
It seems rather situational, since he would need a strong wind to do it and quite a long time, therefore I am torn if I shlould allow it or not. Control winds wil definitely NOT stack with itself at my table, having an all-obliterating tornado at your command as a tenth level character for the cost of two level 5 slots is way too much.
Control weather and control winds in combination are fine because of the higher level and the onset period for control weather.
And I am aware that alter winds says that it doesn't work on magical winds, but if one were to cast alter winds first on a natural wind and THEN control that wind via control winds, which does not state that the controlled wind has to be non-magical, by RAW a compelling argument could be made for it to work. I just wanted a few opinions on the matter before I have to make my ruling. The player will accept any ruling I make, I just want to avoid being unfair to him.

Darkwolf117 |

...having an all-obliterating tornado at your command as a tenth level character for the cost of two level 5 slots is way too much.
Just a minor side note, Control Winds has this: '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.'
I've understood that to mean if they beat the fortitude save (on a per-round basis), it doesn't matter if they are in the middle of a tornado, they're not affected by it. Now, your Sorc may have good save DC's, but it does at least give the enemies an out.
As for Alter+Control, a 10-foot radius with Alter doesn't allow a whole lot for Control Winds to work with, imo. I can't really see it as viable.
Though the idea of a 20-foot sphere of tornado-strength wind now sounds absolutely awesome.