Zharans Unveiling 930

From: Almanac of the Verdant Eclipse 821

Description: This spell is a powerful fusion of the Ofuda’s insight and the Codex’s madness. The caster designates one target (creature, object, or even a concept like “this room’s puzzle”). The caster gains a sudden, overwhelming, and truthful “revelation” about it. This is not a subtle hint. This is a magical data-dump.

  • On a creature: Reveals its Tier, its primary weakness (e.g., “Fire,” “Silver,” “Pride”), and its immediate intent (e.g., “Wants to steal the book”).
  • On an object: Reveals its purpose, its creator, and its magical properties.

Roleplay: The caster opens the book to the Ofuda frontispiece, which flares with light. They stare at their target, their eyes wide. Their perspective shatters and is replaced by a flood of alien symbols, whispered truths, and terrifying celestial geometry (the Codex’s madness). They have to make a magic defense check.

  • Success: They process the info and gain the knowledge, though they are stunned for one round, whispering “I see… I see it all…”
  • Failure: The information is too much. They gain the knowledge but are overwhelmed, taking a chunk of magic damage (as per the Codex’s ‘Unfathomable Power’ negative) and are left babbling and confused for a full minute. It’s the ultimate “buyer beware” divination.

Lore

Zharan the Whisperer didn’t just write the Eclipsed Codex; he transcribed his own madness. He saw everything—every connection, every parallel reality, every potential outcome—and it shattered his mind. The Ofuda of Vigilant Insight was added to the Almanac later by the Daoist sages, not as a component, but as a safety valve. It’s a filter, a “focusing” magic designed to keep the reader from falling into the same void Zharan did.

This spell is what happens when you weaponize that filter.

Zharan’s Unveiling is the caster using the Ofuda’s “insight” to aim the full, unshielded firehose of the Codex’s cosmic “madness” at a single target. The designation “930” is rumored to be Zharan’s 930th (and only semi-successful) attempt to create an “Identify” spell. The first 929 attempts either killed the caster, drove them insane, or summoned things that ate the caster. This one just hurts. A lot.

The Use

This is the ultimate “I need the answer, now” button. It is a “once per day” ability because the psychic whiplash would kill a mortal who tried it more often.

The caster doesn’t get a hint. They don’t get a riddle. They get a raw, unfiltered data-dump of truth.

  • On a Creature: The caster doesn’t just learn its weakness is “fire.” They experience a flash-vision of that creature being burned alive; they feel the concept of its flesh charring, they see its fear of flame, they understand the mythological reason its species is vulnerable to heat. They see its Tier, its current HP, its immediate intent (“kill the cleric”), and its primary fear, all in one agonizing, 0.5-second-long blast.
  • On an Object: The caster sees the hands that forged it. They hear the smith’s curse as he hammers it. They see the magic being bound into it, and they instinctively know the command word, the purpose, and the curse.
  • On a Puzzle: The caster sees the solution. Not a clue. The literal, step-by-step solution, as if they are watching a fast-forwarded video of someone else solving it.

Specifics & Stats

  • Tier Level: 3
  • Spell Name: Zharan’s Unveiling 930
  • Frequency: 1 Charge (recharges once per day at dawn).
  • Mana Cost: 150 Mana
  • Casting Time: 1 Action
  • Range: 30 feet (must have clear line of sight)
  • Target: One creature, one object, or one “conceptual target” (like a magical lock, a riddle, or a puzzle).
  • Self-inflicted Save: Caster’s Magic Defense vs. a fixed Target Number of 40. This is not the target resisting; this is the caster resisting their own spell.
  • Cost (Scroll): A one-use scroll of this would be a thing of legend. It would not be sold, but it might be traded for an artifact of equal power or a price of at least 3,000 Gold.
  • Requirements:
    • Must be Tier 3.
    • Must be attuned to and holding the Almanac of the Verdant Eclipse 821.
    • Requires Adept Skill in Arcana (to shape the magic) and Adept Skill in Insight (to survive the mental backlash).
  • Tags: Tier 3, 1-per-day, Almanac-Spell, Divination, Psychic, Madness, Debuff, Vulnerable, Insight, Arcane, Elite, Self-Harm, Information, Risk-Reward, Single-Target, Weakness-Detection, Backlash, Overload, Mental

Roleplay & Tactics

Roleplay

This spell hurts. When you cast this, you are the center of attention. You open the Almanac to the glowing Ofuda on the frontispiece. You use it like a lens, staring through the glowing characters at your target. The Ofuda’s hum rises to a sharp, painful shriek.

On a Success (Magic Defense vs. 40): Your eyes go wide. A single gasp of air. You get the data. You whisper, “…it’s… it’s afraid of… silver… it’s going to… attack… now!” You are then Stunned for 1 round, your brain rebooting from the psychic flash. You are a statue, eyes wide, locked in the “revelation.”

On a Failure (Magic Defense vs. 40): The Ofuda “lens” shatters. You get the data, but it’s not a clean file. It’s the whole 50-gigabyte .zip file of that thing’s existence, uncompressed directly into your brain. You scream. You take a solid 40-50 magic damage (GM’s call) that feels like a white-hot poker in your skull. You collapse, dropping the Almanac. You are now Confused for 1 full minute. You’ll be babbling the information, but mixed with Zharan’s madness: “The strap… the strap under his left arm is frayed!… He fears silver… WHY ARE THERE SO MANY STARS?!… He intends to… kill the clericit’s all circles… all circles…

Tactics

This is a boss-fight opener. It’s a “puzzle-skip” button. It’s the ultimate gamble.

  • The Sacrifice: The caster is a “sacrifice.” They are banking on the information they get being valuable enough to justify them being out of the fight for at least one round (Success) or the entire fight (Failure).
  • The Gambit: You use this on the BBEG (Big Bad Evil Guy) immediately. You learn its primary weakness, its key attack, or its secret. The rest of the party then gets to act on this perfect, “meta-gamed” information. “He’s immune to fire? Good to know! He’s weak to ice? ALL ICE, NOW!”
  • The “GM-Frustrator”: This is the spell you use on the “unsolvable” riddle door. The GM has a 20-minute, elaborate puzzle planned. You cast this. You fail your save, take 40 damage, and start babbling “The… the third stone… then the… the eagle’s shadow is a lie… the fifth stone… it sees me… the first stone…” and the puzzle is solved.
  • When NOT to use it: You never use this on a random goblin. The cost is too high. This is a Tier 3 spell, and it demands a Tier 3 problem. Wasting it is a catastrophe.

Sensory perception of activating Zharan’s Unveiling 930. This is an internal event; the caster is assaulted by information, and their body just tries to hang on.

Sight

  • What is Perceived: A flare of sterile white light, followed by an overwhelming flood of alien symbols and impossible geometry.
  • Description: The Ofuda frontispiece flares like a welder’s arc. The caster’s vision tunnels, locking onto the target. Then, their perspective shatters and is replaced by a “data-dump” of symbols, flash-visions (like seeing the target burn, or seeing the smith forge the item), and non-Euclidean shapes that seem to fold in on themselves.
  • Positives: The caster is 100% focused. The initial flash of light from the Ofuda burns away all other visual distractions.
  • Negatives: The “data-dump” is physically painful to see. It’s the visual equivalent of a shriek. The caster is functionally blind to their surroundings for the full action.

Hearing

  • What is Perceived: A high-pitched shriek, followed by a torrent of whispers.
  • Description: The Almanac’s usual faint hum rises to a sharp, painful, high-frequency shriek (like a flashbang’s ringing) that seems to be inside the caster’s skull. This is immediately followed by thousands of layered, whispering voices, all speaking at once, conveying the “truth” of the target.
  • Positives: You know, with agonizing certainty, that the spell is working.
  • Negatives: It is deafening. The caster is completely deaf to the “real” world during the cast—no warnings, no battlecries.

Smell

  • What is Perceived: Ozone, hot metal, and dry, ancient dust.
  • Description: The scent of the Ofuda flaring with power is sharp and sterile, like a lightning strike hitting a server. This is mixed with the scent of the Codex—a smell like a tomb that hasn’t been opened in 10,000 years.
  • Positives: It’s a very distinct “magic is happening” smell.
  • Negatives: The smell is acrid and burns the sinuses, often causing the caster’s eyes to water (not that they’d notice, being psychically overloaded).

Touch

  • What is Perceived: A brief, intense vibration, followed by total numbness.
  • Description: The Almanac vibrates so violently it feels like it might shake apart. The instant the “data-dump” begins, the caster’s entire body goes numb, as if their consciousness has been ejected to make room for the information.
  • Positives: The caster is so disassociated they won’t feel minor, distracting pains.
  • Negatives: The caster is so disassociated they won’t feel a dagger sliding between their ribs. They are completely numb.

Taste

  • What is Perceived: A sharp, metallic, coppery flavor.
  • Description: It’s the taste of licking a battery mixed with a faint taste of blood, as the raw power ionizes the air and puts a massive strain on the caster’s body.
  • Positives: None. It’s just awful.
  • Negatives: It’s a deeply unpleasant, nauseating flavor that often lingers for an hour after the cast.

Cosmic Awareness (Extra-Sensory)

  • What is Perceived: Too much. This is the Codex’s madness.
  • Description: This is the core of the spell. The caster’s mind is ripped open and connected to the target’s “truth.” They don’t just “see” a weakness; they experience the concept of that weakness. They feel the terror of fire, the agony of silver, the crushing weight of the smith’s hammer. It is a flood of raw, unfiltered, and horrifyingly personal data.
  • Positives: This is where the information comes from. It is perfect, absolute, and complete.
  • Negatives: This is the damage. This is the “firehose” of truth that the caster’s mind is not built to handle, and this is what forces the Magic Defense save.

Focused Insight (Extra-Sensory)

  • What is Perceived: A single, tiny, stable “point” in the middle of the chaos.
  • Description: This is the Ofuda’s “safety harness.” While the Codex’s madness is exploding all around them, the caster’s consciousness clings to this one, tiny, stable point of pure “insight.” It’s the “lens” that’s trying to aim the chaos.
  • Positives: This is the only thing that makes the spell survivable. It’s the “filter” that, on a successful save, compresses the 50-gigabyte file of madness into a 1-megabyte text file of useful data.
  • Negatives: It’s a strain. The caster can feel the filter buckling under the pressure. On a failed save, this is the sensation of the “lens” shattering, letting the full, uncompressed file of madness in to wreck the caster’s brain.

King Who Asked for Bone-Truth
(This is from the Third Scroll, which is known to be [full-of-holes] and [badly-copied].)

There was a King in the Old Time. He was a [Good-King] but his [Mind-Heart] was [Sick-with-Suspicion]. He believed one of his [Court-Men] was a [Snake-in-the-Room], a [Traitor-Man]. But he did not know [which-one].

He called his [Wise-Man], who was a [Book-Holder] of the Almanac. The King [spoke-commanded], “You have the [Great-Book]. It has the [Spell-of-Unveiling]. I command you to [cast-it] on my [Court-Men], one by one, until we find the [Snake-Man].”

The [Wise-Man] was [Afraid]. He [put-his-face-to-the-floor]. “Oh, King,” he [spoke-trembled]. “You ask for the [Spell 930]. This is the [Madness-Spell]. It does not show the [Skin-Truth]. It shows the [Bone-Truth]. It is a [Fire-Hose-of-Knowing]. It will [Hurt] me to [see-it]. It will [Hurt] you to [hear-it].”

The King was [Angry]. “I am the King. I am [Strong-to-Hold] the [Truth]. Do the [Magic-Spell], or I will find a [Wise-Man] who is not a [Coward].”

So the [Wise-Man] [did-obey]. The [Court-Men] were brought. The [Wise-Man] held the Almanac. He opened it to the [Light-Paper-Inside] (the Ofuda). He [pointed] at the King’s [General-Man]. He [spoke] the [Word]. The [Book] did [Scream-a-Light]. The [Wise-Man’s] [Head-Eyes] went [White-like-Milk]. He [fell-down], [shaking-and-babbling]. (This was the Failure.) He [screamed-and-wept] for a [short-time] (one minute). The [King] kicked him. “[Speak-Truth]! Was it him?” The [Wise-Man] [gasped]. “No… no… I saw… I saw his [Heart]. He is [Loyal]. He is [Afraid-of-Spiders]. He [Stole-a-Pig] when he was a [Boy]. But he is [Not-a-Snake].”

The King was [not-pleased]. “Again!” The [Wise-Man] was [Tired-in-the-Soul]. But he [obeyed]. He [pointed] at the King’s [Money-Man]. He [spoke] the [Word]. The [Book] did [Scream-a-Light] again. This time, the [Wise-Man] did not fall. He just [froze]. (This was the Success.) His [Body] was [like-stone] for one [Tick-of-the-Clock] (one round). The King [shook] him. “[Speak]!” The [Wise-Man] [breathed]. “…I see… I see it all…” He said, “Oh, King. The [Money-Man] is a [Snake-Man]. He [Betrays-you]… with your [Wife].”

The [King] was [Silent]. The [Truth] was [here]. It was a [Data-Dump]. It was [Overwhelming]. The [Wise-Man] had [passed] his [Magic-Defense-Check]. The [King] did not.

The [King’s-Mind]… it [Cracked-like-Glass]. He did not [shout]. He did not [rage]. He just… [smiled]. He said, “Thank you, [Wise-Man]. The [Truth] is [Good]. The [Truth] is [Clear].” He [patted] the [Money-Man] on the [Head]. He [kissed] his [Wife]. He then [walked-to-the-window] and [jumped-out]. He was [Made-Dead] on the [Stones-Below].

The [Wise-Man] was [left-alone] in the [Room] with the [Book] and the [Truth]. He was [Sad]. He had [Forgot]… the [Spell] is [Buyer-Beware].

Moral of the Story: The [Truth] is a [Stone]. You can [Use-it] to [Build-a-House]. Or you can [Use-it] to [Break-your-Own-Head]. Do not [Ask] to [See-the-Bone] if you are [Afraid] of the [Skeleton].

Suggested conversions to other systems:


Call of Cthulhu (7th Edition)

Zharan’s Unveiling This is a potent, high-cost spell found only in the Almanac. It is not a Mythos spell, but it’s just as dangerous.

Mechanics:

  • Casting Time: 1 Action
  • Cost: 1/day, 8 Magic Points, 1D4 Sanity points.
  • Effect: The caster targets one creature, object, or puzzle. The Keeper gives them three truthful, critical pieces of information (e.g., Weakness: Silver, Intent: Murder, Secret: Is a Ghoul).
  • The Gamble: After receiving the information, the caster must immediately make a Hard POW (Power) roll.
    • Success: The caster processes the truth. They are stunned, losing their next action, and whisper the findings.
    • Failure: The caster’s mind breaks. They take an additional 1D8 Sanity loss and suffer a Bout of Madness for 1D10 rounds, babbling the secrets of the target mixed with terrifying, unrelated cosmic “truths.”

Blades in the Dark

Unveil the Inner Working This is a special ritual action granted by the Almanac of the Verdant Eclipse (an Artifact). It can be used once per score.

Mechanics:

  • Action: 1 Action. This is always a Desperate Attune roll.
  • Effect: The caster targets one creature, object, or obstacle.
    • On a 6: You get the data dump. The GM gives you a key weakness, secret, or solution. You take 2 Stress from the strain (this is your “stun”).
    • On a 4/5: You get the data, but it’s messy. You take 3 Stress, and you suffer a Level 2 Harm (e.g., Psychic Scars or Maddened).
    • On a 1-3: You get the data, but it breaks you. You get the info, but you suffer Level 3 Harm (Broken Mind) and the GM starts a 4-segment clock, “The Void Stares Back.”

Dungeons & Dragons (5th Edition / 2024 Revision)

Zharan’s Unveiling This is a magical ability granted by the Almanac of the Verdant Eclipse 821 (a Legendary wondrous item).

Mechanics:

  • Action: 1 Action.
  • Frequency: Once per day. This ability recharges at dawn.
  • Range: 30 feet.
  • Effect: You target one creature, object, or magical puzzle you can see. You gain a flash of divine, truthful insight.
    • Creature: You learn its primary Damage Vulnerability, a primary Condition Immunity, and its current emotional state and/ in (e.g., “Terrified,” “Bloodthirsty,” “Guarding the door”).
    • Object/Puzzle: You learn its primary magical property and its command word, or the literal, step-by-step solution to the puzzle.
  • The Gamble: After you gain this information, your mind is overwhelmed. You must immediately make a DC 18 Intelligence saving throw.
    • Success: You are Stunned until the end of your next turn.
    • Failure: You take 10d6 psychic damage and are afflicted by the Confused condition for 1 minute.

Knave (2nd Edition)

Zharan’s Unveiling This is a special, 1/day ability of the Almanac (a Tier 3, 2-slot Relic).

Mechanics:

  • Action: 1 Action.
  • Frequency: Once per day.
  • Effect: You target one creature, object, or puzzle within 30 ft. The GM tells you its most critical weakness (e.g., Weak to Silver), its main purpose (e.g., Casts fire spells), or the direct solution to the puzzle (e.g., Third brick, then the lever).
  • The Gamble: After you receive the information, you must make a DC 18 Wisdom save.
    • Success: You are Stunned for 1 round, unable to act.
    • Failure: You are Stunned for 1d4 rounds and take 1d12 HP damage (ignoring armor) from the psychic overload. If this damage drops you to 0 HP, you gain a Wound (like “Mind-Shattered” or “Psychic Burn”).

Fate (Core System)

Zharan’s Unveiling This is a high-risk Stunt available only from the Almanac of the Verdant Eclipse.

Mechanics: Once per session, you can use an action to invoke Zharan’s Unveiling on one target (creature, object, or scene aspect). This is a Create an Advantage action that automatically succeeds. You get a new, perfect, and damning Aspect on the target (e.g., Fatal Weakness: Silver, Secret Plan: Kill the Baron, Puzzle Solution: The Third Stone), and you get two free invocations on it.

The Gamble: You get the info, but the psychic backlash is immediate. You must choose one:

  • Success (Stunned): Immediately take a Mild Consequence (like Mind-Shattered, Psychic Rebound). You can’t use this Consequence to avoid other hits.
  • Failure (Confused): To gain a third free invocation, you must also take a Moderate Consequence (like Babbling Madness, Cosmic Overload).

Numenera & Cypher System

Zharan’s Unveiling (Almanac Ability) This is a high-tier ability of the Almanac of the Verdant Eclipse (a Level 7 Artifact).

Mechanics: Action: 1 Action Frequency: 1/day (This ability triggers the artifact’s Depletion roll: 1 in 1d20). Effect: The user targets one creature, object, or puzzle. The GM immediately gives them the target’s Level, its primary weakness/vulnerability, and its immediate intent (or function).

The Gamble: Immediately after receiving the information, the user must make a Level 6 Intellect Defense task (this is a save against their own spell).

  • Success: The user is stunned, losing their next turn as they process the data.
  • Failure: The user’s mind is overwhelmed. They take 6 points of Intellect Damage (bypassing Armor) and are Confused for 1 minute (all tasks are hindered by two steps).

Pathfinder (2nd Edition)

Zharan’s Unveiling Spell 6 Source: Almanac of the Verdant Eclipse 821 Traits: Artifact, Divination, Mental, Curse Cast: [two-actions] (Somatic, Verbal) Frequency: Once per day Range: 30 feet; Target: 1 creature, object, or hazard

Mechanics: You unleash the Almanac’s maddening insight. The GM tells you the target’s two highest weaknesses, or its immediate hostile intent, or the specific solution to its puzzle.

The Gamble: This spell’s backlash is part of its effect. After you receive the information, you must immediately attempt a DC 30 Will save (a very high, Level 12 save).

  • Success: You process the data but are Stunned 2 (you lose 2 actions next turn, effectively the 1-round stun).
  • Failure: You are overwhelmed. You are Confused for 1 minute.
  • Critical Failure: You are Confused for 10 minutes and take 10d6 mental damage.

Savage Worlds (Adventure Edition)

Zharan’s Unveiling (Artifact Power) This is a unique Power found in the Almanac. It is not on any standard list and is used once per day.

Mechanics: Action: 1 Action Range: Smarts Power Points: 0 (It’s 1/day, the cost is the pain) Effect: The caster targets one creature, object, or puzzle and makes an Occult roll. This is the “save” against the spell’s backlash.

The Gamble: The information is always received. The roll only determines the price.

  • Raise: You get the data dump (weakness, intent, solution) and are Stunned (the 1-round success).
  • Success: You get the data, but it’s messy. You are Stunned and Shaken.
  • Failure: You get the data, but it breaks you. You are Stunned and Shaken for 1d4 rounds, and you suffer from the Confused condition for 1 minute (from the SWADE Fantasy Companion—you’re Distracted, Vulnerable, and can’t use Smart skills).
  • Critical Failure: As Failure, but you also take 3d6 non-lethal psychic damage from the overload.

Shadowrun (6th Edition)

Zharan’s Unveiling (Almanac Foci Ability) This isn’t a spell, it’s a function of a unique, high-threat Foci (the Almanac). It’s a 1/day, “break-in-case-of-dragon” ability.

Mechanics:

  • Action: 1 Complex Action
  • Frequency: Once per day
  • Effect: You target one creature, object, or system. You immediately learn its most critical, non-obvious data (e.g., a creature’s primary Weakness, a magical lock’s solution, or a corp exec’s hidden cyberware). This is not an Assensing test; it’s an automatic data-dump.
  • The Gamble (The Backlash): You just mainlined the Matrix without a deck. You must immediately resist 14S Drain (Stun). This is a Willpower + Logic test.
    • Success (Net Hits > 0): You take Stun damage, but you process the info. You are Stunned (lose your next Action) from the pain.
    • Failure (Net Hits = 0): You are overwhelmed. You take the Stun damage and are Confused (GM’s call, but “all actions at -2 dice”) for 1 Combat Turn.
    • Critical Glitch: The data-dump is corrupt. You take 14P (Physical) damage, are Confused for 1 minute, and the “truth” you learned is a catastrophic, maddening lie.

Starfinder

Zharan’s Unveiling (Almanac Ability) This is a 1/day Hybrid Item ability from the Almanac (a Level 15+ Artifact).

Mechanics:

  • Action: 1 Standard Action
  • Frequency: 1/day
  • Range: 30 ft.; Target: One creature, object, or technological/magical puzzle
  • Effect: You gain an immediate, truthful insight.
    • Creature: You learn its primary Vulnerability (if any), primary Immunity, and its current Hit Points (KAC/EAC).
    • Object/Puzzle: You learn its function, bypass, or solution.
  • The Gamble (The Backlash): After you gain the information, you are mentally overloaded. You must immediately attempt a DC 22 Will save.
    • Success: You process the data but are Stunned for 1 round.
    • Failure: The data-dump breaks your focus. You are Confused for 1 minute.
    • Critical Failure: The overload is catastrophic. You are Confused for 1 minute and take 8d6 untyped damage.

Traveller (Mongoose 2nd Edition)

Almanac Function: “Unveiling” (Ancient Artifact) This is a 1/day function of the Almanac, a unique TL 17 artifact that performs a violent “deep-scan” by interfacing directly with the user’s brain.

Mechanics:

  • Action: Significant Action
  • Frequency: 1/day
  • Effect: The user targets one creature, object, or system. The device injects the ‘truth’ directly into their consciousness (e.g., target’s Skills and Armor rating, a lock’s Combination, a foe’s Primary Weapon).
  • The Gamble (The Backlash): This is a dangerous, unfiltered data-transfer. The user must immediately make a Difficult (10+) Intellect check to “handle” the data.
    • Success (by 1-2): You get the info, but the psychic shock means you are Stunned (lose your next Significant Action).
    • Success (by 3+): You get the info and handle it perfectly. No penalty.
    • Failure: You get the info, but it’s too much. You take 2d6 Stun damage (non-lethal, from the Traveller Companion) and suffer DM-2 on all actions for 1d6 minutes as you babble and try to reboot your brain.

Warhammer Fantasy Roleplay (4th Edition)

Zharan’s Unveiling (Ritual of the Almanac) This is a 1/day power from the Almanac (a unique, heretical Artifact). It’s a desperate plea to the Winds of Azyr (Heavens) and Ulgu (Shadow) to reveal a truth. And, as always, the Winds demand a price.

Mechanics:

  • Action: 1 Action
  • Frequency: 1/day
  • Effect: The caster targets one creature, object, or puzzle. They automatically gain a “revelation” (e.g., a creature’s Weakness, a puzzle’s Solution, a noble’s Dark Secret).
  • The Gamble (The Backlash): You stared into the Winds without protection. You must immediately make a Hard (–20) Cool Test.
    • Success: You get the information, but the mental shock gives you 1 Stunned Condition.
    • Failure: You get the information, but it breaks you. You gain 1 Broken Condition and 1 Corruption Point.
    • Critical Failure (Fumble): You get the information, but… oh no. You gain 1 Broken Condition, 1 Corruption Point, and must immediately roll on the Minor Miscast table as the Winds snap back at you.