Zéphir de Vylja
Vylja's Zephyr * (C 1r; R 10yd; D 3t/L; A Spe; S None)
Ecole : (Conjuration) / Sphere : ( Air élémentaire / Conjuration )

Niveau 5 Livre Net Book 6th
Portée 10 yards Composantes V, S, M
Durée 3 turns per level Temps d'incantation 1 round
Zone d'effet Special Sauvegarde None
Description : This spell enables specialty priests of Ærdrie Fænya (the elven goddess of air, weather, and flying creatures) to summon a special mount from the elemental plane of air: a zephyr. Zephyrs are large flying creatures with a remarkable physical resemblance to giant eagles, but their bodies consist of dense air instead of bones and blood. Their bodies and feathers usually appear a translucent white, but this changes into the colours of the rainbow when shone upon by the sun. A zephyr has these statistics:
Zephyr.
4 HD; 30 HP; AC 7.
MV 3, flight 48 (B); THAC0 15.
Number of Attacks 3; Damage 1d6/1d6/2d6.
If it has dived for more than 50 feet, it gains a bonus of +4 on its attack role, and the claw damage is doubled (but not the beak attack).
Intelligence: 10 (limited telepathy with the priest).
Special Defences: Due to its exceptional eyesight, a zephyr cannot be surprised during the day, nor can its rider. Only magical weapons can hit a zephyr.
Magic Resistance: 15% (also for its rider).
Alignment: Neutral.
Size: L (10 foot high, 20 foot span).
Morale: 20 (absolute loyalty to the priest).
XP Value: 1000.

As all zephyrs belong to the retinue of Ærdrie Fænya, the goddess has to grant her personal permission to the summons of the priest. The zephyr will stay until the spell expires, but the priest can send it back to its plane of origin whenever he wants to. Only the priest who has summoned it can ride the zephyr, and no special proficiency is needed for him to do so.
A zephyr can only be hit by magical weapons. It is also vulnerable to spells that penetrate its magic resistance. Dispel magic, abjure and banishment will, if successful, send the zephyr back to its plane of origin early. The zephyr can only be cured by the spells of the priest that summoned it. Should a zephyr die, while serving a priest, the priest will be unable to summon another one until he has repented, performing a special service to his goddess. Even if the zephyr is not killed, only one summons for the animal will be granted each week.
The priest needs his holy symbol to cast this spell, and a feather of a giant eagle.