From: Aromancers Zephyr Codex 42
Description: A sophisticated enhancement of the Feather Fall spell. When cast, it creates a powerful updraft that not only slows the descent of the caster and their allies to negate fall damage but also grants them a measure of controlled gliding. Each affected creature is surrounded by a guiding breeze that they can mentally influence, allowing them to move up to 30 feet horizontally in any direction for every 60 feet they descend, enabling precise landings or the crossing of wide chasms during a fall.
Sensory Experience (from the Codex): The pages for this spell are imbued with the delicate, sweet, and uplifting scent of rare, high-altitude blossoms. Casting the spell feels like being gently lifted by a warm, soft current of air. The sound is a barely audible, melodic whisper, like wind moving through hollow reeds, evoking a feeling of complete weightlessness and serene control.
Lore
The Gentle Zephyr is not merely a spell but an art form, representing the pinnacle of Aelar Windwalker’s philosophy of control over chaos. For a long time, Aelar was frustrated with the crude nature of the basic Feather Fall spell. It was a clumsy, panicked reaction that saved a life but offered no grace, leaving the caster to drift at the mercy of the winds like a common milkweed seed. His pursuit of a more refined solution led him to study the “Sky-petal Blossoms,” rare, magical flowers that grew on the highest, most inaccessible mountain peaks. These blossoms released seeds that didn’t just fall; they glided for miles on complex air currents, navigating treacherous updrafts and downdrafts with an innate, impossible precision to find fertile ground far away.
He realized the secret was not in resisting the fall, but in harmonizing with it. He brought this discovery to the Perfumers of the Scented Sanctum. Together, they managed to capture the very essence of the Sky-petal Blossom’s flight—its instinct for the wind, its weightless grace—into a magical fragrance. When woven into the spell matrix, this scent does more than just please the senses; it imparts the blossom’s wind-knowledge directly into the minds of the spell’s targets. The spell doesn’t just create an updraft; it surrounds each person with a guiding “instinct” of the air, allowing them to glide with the same serene control as the seeds Aelar so admired.
Use
Gentle Zephyr is the ultimate strategic mobility tool for vertical environments. It is a “once per day” spell reserved for moments that require not just survival, but absolute precision. When cast, typically as a reaction to an unexpected fall, the spell instantly generates a powerful but warm updraft around the caster and their nearby allies. This immediately negates all momentum and slows their descent to a gentle, controlled drift.
The spell’s true power lies in the controlled gliding it imparts. Each affected creature is enveloped in a personal, responsive breeze that they can mentally command. This allows them to transform a vertical fall into a diagonal glide, moving up to 30 feet horizontally for every 60 feet they descend. This is not true flight; it requires descent to function. The spell is used for a variety of sophisticated maneuvers:
- Tactical Insertion: A party can leap from a high cliff or airship and, instead of climbing down, silently glide to a specific, unguarded balcony or rooftop far below.
- Obstacle Crossing: It allows a party to cross a collapsed bridge or a wide chasm by simply jumping from one high side and gliding to the other.
- Mid-Air Course Correction: If pushed from a great height, the spell allows the targets to not just survive but actively navigate their descent, potentially gliding to a safer landing zone or even back onto a lower ledge of the same cliff they fell from.
Spell Values
- Tier: 2
- Stats:
- Casting Time: 1 Reaction (which you take when you or a creature within 60 feet of you falls).
- Range: 60 feet.
- Targets: Up to six falling creatures within range.
- Duration: 1 minute.
- Effect: The affected creatures’ rate of descent slows to 60 feet per round, and they take no damage from falling. While descending in this way, each creature is surrounded by a guiding breeze. As part of their movement on their turn, they can move up to 30 feet horizontally in any direction. This horizontal movement does not provoke opportunity attacks.
- Skills: The spell is cast using the Aeromancy skill. A successful Acrobatics check (DC 13) might be required to stick a particularly difficult landing on a narrow or treacherous surface.
- Cost: As a party-saving, high-utility spell, a single-use scroll of Gentle Zephyr is a prized possession, typically valued at around 700 gold pieces.
- Requirements:
- Must be a spellcaster with access to Tier 2 magic.
- Requires Vocal (a soft, melodic whisper) and Somatic (a gentle, downward-guiding motion with an open hand) components.
- Tags: Air Magic, Aeromancy, Transmutation, Utility, Mobility, Gliding, Slow Fall, Reaction, Party-Friendly, Tier 2, Olfactory Magic, Graceful, Controlled Descent, Weightless, Navigation, Rescue, Insertion, Support, Repositioning, Buoyancy, Obstacle Bypass, Serene
Roleplay and Tactics
Roleplay: The casting of Gentle Zephyr is a serene and beautiful moment that stands in stark contrast to the terror of a plummeting fall. The caster doesn’t shout in panic; they exhale a soft, melodic whisper. The roleplay should reflect this calm control. Describe the sudden, sweet scent of blossoms that cuts through the rushing wind. The feeling is not of being violently caught, but of being gently lifted and cradled by a warm, supportive current of air.
For those affected, the terror of falling is instantly replaced by a feeling of weightless wonder and absolute safety. The roar of the wind in their ears softens to a melodic whisper. They are no longer victims of gravity, but masters of their own descent. From an observer’s perspective, it’s an awe-inspiring sight: a group of figures, instead of flailing and screaming, gliding in silent, graceful arcs as if they were performing a celestial ballet.
Tactics:
- “The Leap of Faith”: This is the spell’s most common and effective tactic. When faced with an impassable chasm, a sheer cliff face, or the need to get to the bottom of a tall tower quickly and quietly, the party simply jumps. The caster uses the spell, and they turn a deadly obstacle into a silent, personal elevator.
- Vertical Infiltration/Exfiltration: Use the spell to insert the party onto a lower, less-guarded level of a fortress, or to escape from a high tower by gliding to the safety of the streets or forest below. The silent nature of the spell makes it ideal for stealth operations.
- Aerial Repositioning: In combat on a multi-leveled battlefield (like a series of rope bridges or crumbling ruins), a character can intentionally leap off a higher platform to use the glide to reach a superior flanking position that would otherwise be inaccessible.
- Turning the Tables: This spell is a powerful counter to enemies who rely on pushing or throwing tactics. A bulette that bursts from the ground to throw a character into the air, or a giant who hurls a character off a cliff, will be shocked to see their victim simply glide gracefully to a new, advantageous position.
- Strategic Resource Management: As a “once per day” spell, its use is a major strategic decision. A good leader will constantly assess the environment. Is it worth using the spell to cross this 200-foot chasm, or should they save it in case they get pushed off the floating citadel later? This decision can be the difference between success and a total party kill.

Activation perception of: Gentle Zephyr 77
Sight
- What is Perceived: A soft, pearlescent or pale-gold luminescence that blooms around each target, accompanied by shimmering, visible ribbons of warm air.
- Description: Unlike a flash, the light of this spell gently and rapidly “blooms” outwards from each person affected, like a time-lapse flower opening. It is not harsh, but a warm, reassuring glow. Within this light, the air itself seems to shimmer and coalesce into visible, flowing ribbons of warmth that gently swirl around the targets, visibly cushioning them from the rushing wind of their fall.
- Positives: The visual effect is beautiful and profoundly reassuring, instantly communicating to all affected that they are safe. The soft light can provide crucial visibility during a fall in darkness.
- Negatives: While not blindingly bright, the glow is an unmistakable beacon of powerful magic, drawing the eye of anyone looking up and completely negating any hope of a stealthy descent in low-light conditions.
Sound
- What is Perceived: The terrifying roar of rushing wind is instantly replaced by a soft, melodic whisper, like wind moving through hollow reeds or distant, harmonious chimes.
- Description: The moment the spell activates, the violent, chaotic sound of a plummeting fall is completely silenced and replaced by a serene, magical whisper. The sound is constant and calming, and it seems to emanate from the very air that supports the caster and their allies.
- Positives: The immediate replacement of a terrifying sound with a calming one has a powerful psychological effect, instantly quelling panic and allowing for clear-headed thought and communication.
- Negatives: The spell so effectively muffles the sound of the fall that it also muffles other sounds. The caster and their allies might not hear enemies shouting from the ground below or the sound of a creature flying up to intercept them until it is too late.
Touch
- What is Perceived: The violent, freezing rush of wind is replaced by a sensation of complete weightlessness and a gentle, supportive cushion of warm air.
- Description: The feeling of falling vanishes. It is replaced by a sensation akin to floating in perfectly still, warm water. The body feels entirely supported, cradled by a soft, buoyant updraft that counters the fall. A gentle, warm breeze caresses the skin, a stark contrast to the harsh wind of a moment before.
- Positives: The physical sensation is incredibly comfortable and reassuring, reinforcing the feeling of safety and control. The warmth can be a literal life-saver during a fall from a frigid mountain peak.
- Negatives: The sudden transition from violent motion to perfect stillness can be disorienting. For a moment, it can be difficult to discern which way is up, and the complete lack of wind resistance can make it hard to judge the actual speed of the controlled descent.
Smell
- What is Perceived: A delicate, sweet, and uplifting fragrance of rare, high-altitude blossoms blooms in the air around the targets.
- Description: The moment the spell activates, the air is filled with an impossible fragrance—the sweet, clean, and complex scent of exotic flowers that seem to be blooming on the very air currents themselves. The scent is pure and refreshing, completely overriding any other ambient smells.
- Positives: The beautiful scent is a core component of the spell’s calming nature, helping to focus the mind and instill a sense of peace and wonder.
- Negatives: The fragrance is a powerful and unique magical signature. Any knowledgeable mage or creature will immediately recognize the casting of a high-tier aeromantic spell. The sweet scent is so pervasive it would make it impossible to smell anything else, like smoke from a fire below or the stench of a waiting monster.
Taste
- What is Perceived: A faint, clean, and sweet taste on the tongue, like honeyed nectar or a drop of sweet morning dew.
- Description: A pleasant, light sweetness graces the palate. It is the taste of the floral scent made manifest, clean and refreshing. It is not cloying or overpowering, but a subtle reinforcement of the spell’s gentle, benevolent nature.
- Positives: The pleasant taste contributes to the overall serene and positive sensory experience of the spell, helping to combat the lingering fear of the fall.
- Negatives: The taste is minor and generally unobtrusive, but it would completely override any other taste, potentially preventing a character from noticing a recently ingested poison.
Extra-Sensory Perceptions
Proprioceptive Buoyancy (Body Sense)
- What is Perceived: The complete and utter negation of the sensation of falling, replaced by a distinct feeling of being gently pushed up.
- Description: Beyond the physical touch of the wind, the caster’s inner ear and body sense are fundamentally tricked. The internal, stomach-lurching feeling of “down” is instantly erased and replaced with a gentle, persistent sensation of “up.” It does not feel like you are slowing down; it feels like gravity has reversed its polarity just for you.
- Positives: This is the primary mechanism that quells vertigo and the primal fear of falling, making it possible to think and act calmly.
- Negatives: The sudden inversion of one’s innate sense of gravity can be profoundly disorienting. For a moment, the user might feel untethered from reality, and it can make judging their actual landing more difficult as their instincts are completely wrong.
Aerodynamic Intuition (Control Sense)
- What is Perceived: An instinctive, bird-like understanding of the surrounding air currents and how to interact with them.
- Description: The caster and their allies don’t just feel the supporting wind; they understand it. They can feel the subtle eddies, updrafts, and crosswinds around them as tangible, flowing pathways. They intuitively know how to shift their weight or angle their body to “catch” a current and glide upon it. It is a temporary, instinctual mastery of personal flight dynamics.
- Positives: This is the core of the spell’s utility, allowing for the precise, controlled glide. It transforms the user from a passenger into a pilot of their own descent.
- Negatives: In a chaotic environment with many competing wind currents (like a storm or a deep canyon), the sheer volume of incoming sensory information can be overwhelming, potentially leading to a misjudgment or a moment of navigational confusion.
Empathic Tranquility (Emotional Sense)
- What is Perceived: A powerful, magical wave of serenity and confidence that washes over the caster and all affected allies, actively suppressing fear.
- Description: The spell does more than just save the body; it soothes the mind. A palpable aura of calm emanates from the magic, directly countering the adrenaline and terror of the fall. Fear is not just forgotten; it is magically and temporarily erased, replaced by a feeling of peaceful focus and trust in the spell’s power.
- Positives: Prevents allies from panicking and allows them to focus on the task of guiding their descent. It is a powerful morale booster that turns a near-death experience into a moment of awe.
- Negatives: The magical serenity can be too effective. It might suppress a healthy sense of caution, leading a character to attempt a risky landing on a narrow ledge or near a visible danger that their fear would normally warn them away from. It can create a dangerous sense of invulnerability.
Lesson of Sky-Seed
It is read from a scroll of beaten reeds, where the ink is like water-stains and many of the words are lost to time, of a day when the great Aelar Windwalker was taught a lesson not by a master, but by a flower.
In those times, Aelar was hunted by the Men of Stone, who had no fear of heights but could not fly. They chased him to the very edge of the Great Chasm, a crack in the world so deep that the bottom was a secret. He was trapped on a high, narrow ledge, with the Men of Stone at his back and a great emptiness before him. He knew he would have to leap.
As he prepared his mind, he saw on a small outcrop of rock below him a rare and wondrous sight: a nest of the Sun-Hawk, a bird made of morning light. And in the nest was a single chick, a small, frightened thing. At that moment, the clumsy steps of the Men of Stone did shake the rock. The nest, with the small chick inside, did tip and fall into the great emptiness.
Aelar’s heart was filled with a great sorrow. He knew the spell of the Drifting Leaf, which makes a man fall slow. But the wind in the canyon was a wild thing, a mad beast that smashed and tore. The chick would be saved from the ground, but it would surely be dashed to pieces against the stone walls long before it reached the bottom. A slow fall was not enough. What was needed was not a lack of speed, but a presence of guidance.
And as he watched the small, falling shape, a memory came to him. He remembered his journey to the highest peaks, where the air is thin and sweet. There grew the Sky-Blossoms, flowers whose seeds did not just fall. They flew. They did not fight the wind; they danced with it. They were not victims of the fall; they were masters of it. They chose their path. They knew the wind’s secret heart.
He looked at the falling chick, and he looked at the Men of Stone drawing their crude weapons. And he leaped.
He did not speak a word of power, but a word of trust. As he fell into the great roar of the wind, he did not command the air to stop him. He asked it to hold him.
And the world changed. The terrifying rush of air did not become a hard floor beneath him. It became a warm hand. The great roar of the wind in his ears became a soft song, like a flute made of hollow reeds. And a great smell came, a sweet smell of flowers that do not grow on the earth, but in the high, clean air where the sky is born. He felt no weight. He felt no fear. He was not falling. He was… sailing on the down-wind.
He looked and saw the small Sun-Hawk chick, tumbling in the chaos below. He pushed with his mind, and the warm wind pushed with him, a gentle zephyr. He glided down, not straight, but in a great, swooping arc. He came beside the small, frightened bird and the warm, sweet-smelling air wrapped around it too. Now they were two seeds, two dancers in the great emptiness. With gentle nudges of his will, he guided their fall, turning the canyon’s angry currents into pathways. He steered them away from the sharp rocks and the hungry drafts, across the great width of the chasm, until he saw a small, safe ledge on the other side, a place the Men of Stone could never reach. He guided their landing, and their feet touched the stone as softly as a feather.
The Moral of the Story: It is said that any fool can learn to stop his fall. But the wise man learns that the fall itself is a path, and true mastery is not in stopping the journey, but in choosing the destination.
Suggested conversions to other systems:
Dungeons & Dragons (5th Edition)
Gentle Zephyr 2nd-level Transmutation
Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Components: V, S, M (a flower petal or a downy feather) Duration: 1 minute
High-Level Overview: This is a 2nd-level spell that functions as a major upgrade to Feather Fall. It not only saves a party from a deadly plummet but transforms the situation into a unique tactical opportunity, allowing for silent, controlled gliding and precise repositioning. It’s a prized utility spell for any caster who values mobility and creative environmental solutions.
Game Mechanics: Choose up to six falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round for the duration. If the creature lands before the spell ends, it takes no falling damage and can land on its feet.
While a creature is falling in this way, it is surrounded by a guiding breeze. On its turn, it can move up to 30 feet horizontally in any direction, gliding on the air currents. This horizontal movement does not provoke opportunity attacks.
Call of Cthulhu (7th Edition)
The Wind’s Embrace Spell
Cost: 6 Magic Points; 1 Sanity point Casting Time: Instant (as a reaction to a fall)
High-Level Overview: This is a rare and benevolent spell, likely learned from a non-Mythos source like a lost grimoire of elementalism. It allows the caster to save themselves and their companions from a fatal fall, a moment of profound defiance against the natural laws of gravity. The sanity cost is minimal, reflecting the mental stress of imposing one’s will on the wind rather than any inherent corruption.
Game Mechanics: This spell may be cast instantly when the caster or any allies within sight begin to fall. The spell targets the caster and up to four other individuals. The targets’ descent is slowed to a gentle drift, and they take no damage when they land.
For the duration of the fall, each affected individual is surrounded by a guiding current of air. They can mentally influence this current to move horizontally, traveling roughly 30 feet sideways for every 60 feet they descend. This allows for controlled landings on ledges or across chasms, at the Keeper’s discretion.
Blades in the Dark
Zephyr’s Landing Whisper Special Ability
High-Level Overview: This is a powerful expression of a Whisper’s attunement to the ghost field and the strange currents that flow through Doskvol. It’s not a common spell but a signature ability, allowing the Whisper to turn a catastrophic fall for their crew into a moment of impossible, ghostly grace, perfect for dramatic escapes from rooftops or collapsing clocktowers.
Game Mechanics: This would be represented as a Special Ability:
Zephyr’s Landing: When you or your crewmates would suffer harm from a fall, you can spend 2 Stress. A ghostly, silent updraft catches all of you. The harm is completely avoided. You may also describe how your crew uses the currents to glide to a nearby advantageous position (such as a different rooftop, a balcony across the street, or a quiet alleyway below) instead of just landing straight down.
Knave (2nd Edition)
Spellbook of the Gliding Seed Spellbook, 1 Slot
Casting: Once per day
High-Level Overview: This spell is a powerful, life-saving utility contained within a single spellbook. It’s a major strategic asset for an entire party, transforming deadly falls into opportunities for silent, tactical movement. Its significant power is balanced by the fact that it takes up a valuable inventory slot and can only be used once per day, making the decision of when to use it a critical one.
Game Mechanics: When you cast this spell, you and up to 5 allies within sight who are currently falling are affected.
- For 1 minute, you are all immune to damage from falling. Your rate of descent is slowed to 60 feet per round.
- While falling in this way, on your turn, you can move up to 30 feet horizontally in any direction.
Fate Core System
Zephyr’s Graceful Descent
High-Level Overview: In Fate, this isn’t just a spell to survive a fall; it’s a narrative tool to turn a moment of chaos into one of impossible grace and tactical advantage. It’s best represented as a powerful Stunt that allows a character to take control of a falling scene, ensuring the survival of their allies and putting them exactly where they want to be.
Game Mechanics: As a Stunt:
Zephyr’s Graceful Descent: When you or your allies are falling, you can spend a Fate Point to activate this stunt. You automatically Overcome the obstacle of the fall for yourself and anyone falling near you; no one takes any physical consequences from the landing. Additionally, because you can guide the descent, you can choose the zone in which you and your allies land, and you Create an Advantage, placing the Aspect Arrived with Impossible Grace on the scene with one free invocation for your team.
Numenera & Cypher System
Controlled Descent (Tier 2 Speed-based Ability)
High-Level Overview: This is a key utility ability for a character whose Focus involves movement, the air, or gravity manipulation. It allows the user to expend their own physical energy and coordination (Speed) to create a field of controlled air currents, turning a deadly fall into a graceful, tactical glide for themselves and their nearby allies.
Game Mechanics: Controlled Descent (2 Speed points): You can activate this ability as your action or as a reaction when you or anyone within short range begins to fall. You and up to five other creatures you choose within short range descend at a safe, controlled rate for one minute. If you land during this time, you take no damage. While descending, on your turn, you can move a short distance horizontally in any direction. This horizontal movement does not cost from your Speed pool. Enabler.
Pathfinder (2nd Edition)
Gentle Zephyr SPELL 3 [UNCOMMON] [AIR] [TRANSMUTATION] Traditions Arcane, Primal Cast [reaction] Trigger A creature within range is falling. Range 60 feet; Targets up to 6 falling creatures
High-Level Overview: As a 3rd-level spell, Gentle Zephyr is a significant improvement over the 1st-level feather fall. It’s a powerful reactive spell that not only serves as a life-saving tool for a group but also provides a unique form of tactical mobility, allowing for precise, controlled landings and the bypassing of large horizontal obstacles during a descent.
Game Mechanics: The targets’ descent is slowed to 60 feet per round, and they are protected from damage from the fall. For the duration of this descent, each target is surrounded by a guiding breeze. As part of their Stride action, a target can fly up to 30 feet horizontally in any direction. This is a flight effect. The spell ends for all targets as soon as the first affected creature lands.
Savage Worlds Adventure Edition (SWADE)
Guided Descent Power
Rank: Seasoned Power Points: 3+ Range: Smarts x 2 Duration: 1 minute Trappings: A gentle updraft of warm air, the sweet scent of blossoms, a soft, melodic whisper on the wind.
High-Level Overview: This is a powerful utility power for a Seasoned caster, serving as a group-saving tool that offers significant tactical flexibility. It negates the risk of falling and adds a layer of controlled movement, making it invaluable for navigating treacherous vertical environments or performing dramatic aerial insertions.
Game Mechanics: When successfully cast, this power affects the caster and up to four allies within range. For the duration, all affected characters are immune to Falling damage. Their rate of descent is slowed to a gentle drift.
While under the effects of this power, on their turn, a character can choose to move up to their Pace horizontally in any direction as they descend. This allows them to glide across chasms or aim for specific landing spots.
- Additional Targets (+1 PP): The power can affect two additional targets for each additional Power Point spent.
Shadowrun (6th World)
Zephyr’s Mercy Health Spell
High-Level Overview: This is a Physical manipulation spell, likely of Shamanic origin from an Air or Sky spirit, though some Hermetic mages have replicated the effect. It’s a powerful reactive magic that saves a team from a fatal fall, transforming a disaster into a graceful, silent, and tactical insertion. It is highly valued by runners who operate in the vertical environments of the urban sprawl.
Game Mechanics: Type: P Range: LOS Duration: Sustained Drain: F – 2
This spell can be cast as an Interrupt Action when the caster or allies within line of sight begin to fall. The spell affects the caster and up to (Force) additional targets. For as long as the spell is sustained, affected characters’ rate of descent is slowed to 10 meters per combat round, and they take no damage from falling.
While under the effects of the spell, each affected character is surrounded by a guiding breeze. As a Minor Action on their turn, a character can move up to 5 meters horizontally in any direction. This makes it a silent and effective method for gliding across gaps or landing on specific rooftops or ledges.
Starfinder
Guided Descent Mystic 3, Technomancer 3
School: Transmutation (air) Casting Time: 1 reaction, taken when you or an ally within range falls Range: medium (100 ft. + 10 ft./level) Targets: up to six falling creatures, no two of which can be more than 20 ft. apart Duration: 1 minute/level
High-Level Overview: This is a 3rd-level spell that serves as a powerful upgrade to the 1st-level feather fall. It’s a crucial utility spell for any party that engages in zero-G, operates in complex vertical environments, or needs a reliable method for atmospheric insertion. It not only ensures survival but provides a significant degree of tactical control over the descent.
Game Mechanics: The rate of descent for all affected creatures is slowed to 60 feet per round. If a creature lands while the spell is in effect, it takes no falling damage.
While falling in this way, each creature is enveloped in a responsive current of air. As a move action on its turn, a creature can fly up to its land speed horizontally in any direction. This movement must be made while descending and does not provoke attacks of opportunity.
Traveller (Mongoose 2nd Edition)
Multi-Target Gravitic Chute TL: 14 Kg: 4 Cost: MCr 2
High-Level Overview: This is not a spell but a piece of highly advanced, often military-grade, gravitic technology. The device is a sophisticated projector that can create a localized, low-gravity field affecting multiple individuals, allowing for controlled, high-altitude insertions or emergency rescues without the need for individual parachutes or grav belts.
Game Mechanics: This device can be activated as a Significant Action. When activated, it projects a gravitic dampening field that affects the user and up to five other individuals within a 10-meter radius. The device’s power cell can sustain the field for 5 minutes.
- Effect: All affected individuals’ rate of descent is slowed to a safe 10 meters per round, and they will take no damage upon landing.
- Controlled Glide: While the field is active, any affected character can make an Athletics (dexterity) 8+ check as an action on their turn. If successful, they can control their descent to move up to 10 meters horizontally in any direction.
Warhammer Fantasy Roleplay (4th Edition)
Zephyr’s Grace Lore of Heavens Spell
CN: 8 Range: Willpower Bonus yards Target: You and up to your Willpower Bonus in allies Duration: Willpower Bonus Rounds
High-Level Overview: This is a potent spell for a Celestial Wizard, allowing them to bless their companions with the grace of Azyr. It turns a potentially fatal plummet into a moment of serene, controlled descent, defying the chaos of gravity. It’s a powerful tool for navigating the treacherous mountains and towering cities of the Old World.
Game Mechanics: You may cast this spell as a Reaction when you or an ally within range begins to fall. If successful, the targets are enveloped in a gentle, guiding updraft. For the duration, all targets are immune to damage from falling.
While under the effects of this spell, a character may use their Move action to glide, moving up to their normal Movement characteristic in any horizontal direction. This allows for silent movement and precise landings.
Overcast: For each +2 SL on your casting test, you can either increase the duration of the spell by one round or target one additional ally.
