m added storm 8 to spell list and linked storm domain |
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=== | {{spell | ||
|icon=Animatesnow.png | |||
|image= | |||
|level_druid=8 | |||
|level_additional=[[Cleric]] with [[Storm (domain)|Storm]] domain 8 | |||
|level_innate=8 | |||
|school=Evocation | |||
|descriptor=Air | |||
|components=VS | |||
|range=Long | |||
|area=Cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall | |||
|duration_type=short | |||
|save=[[Reflex]] negates | |||
|spell_resistance=Yes | |||
|empower=No | |||
|extend=Yes | |||
|maximize=No | |||
|quicken=No | |||
|silent=Yes | |||
|still=Yes | |||
|persist=No|save_type = R}} | |||
==Description== | |||
This spell creates a powerful cyclone of raging wind from the Elemental plane of Air that moves through along the ground, or over water at a speed of 5 feet per round. The Cyclone wanders the battlefield affecting all creatures it encounters. If the cyclone exceeds the spell’s range, it moves in a random, uncontrolled fashion for 1d3 rounds and then dissipates. All creatures in a radius of 20 feet are affected.<br /><br />Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of damage. A Medium or smaller creature that fails its first save must succeed on a second one or be knockedown by the force of the cyclone, taking 1d8 points of damage each round. A reflex check is made every round while the storm lingers near the supressed creature. The Whirlwind has 10 base strength and receives +1 for every two casterlevels, raising it's base damage by it's strength modifier. (Reflex DC: 11 + 60% of casterlevel) <br />The Whirlwind can only be hurt by +3 enhanced magical weapons. | This spell creates a powerful cyclone of raging wind from the Elemental plane of Air that moves through along the ground, or over water at a speed of 5 feet per round. The Cyclone wanders the battlefield affecting all creatures it encounters. If the cyclone exceeds the spell’s range, it moves in a random, uncontrolled fashion for 1d3 rounds and then dissipates. All creatures in a radius of 20 feet are affected.<br /><br />Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of damage. A Medium or smaller creature that fails its first save must succeed on a second one or be knockedown by the force of the cyclone, taking 1d8 points of damage each round. A reflex check is made every round while the storm lingers near the supressed creature. The Whirlwind has 10 base strength and receives +1 for every two casterlevels, raising it's base damage by it's strength modifier. (Reflex DC: 11 + 60% of casterlevel) <br />The Whirlwind can only be hurt by +3 enhanced magical weapons. | ||
Upon first casting the spell a feat is granted which can be used to direct the Whirlwind. | Upon first casting the spell a feat is granted which can be used to direct the Whirlwind. | ||
Latest revision as of 21:36, 11 September 2017
| Spell Information | |
| Spell level : | Innate level: 8, Druid: 8, Other: Cleric with Storm domain 8 |
|---|---|
| School : | Evocation |
| Descriptor(s) : | Air |
| Components : | Verbal and Somatic |
| Range : | Long |
| Target/Area : | Cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall |
| Duration : | 6 sec. * cLevel 1 Round (cLevel). |
| Save : | Reflex negates |
| Spell resistance : | Yes |
Description
This spell creates a powerful cyclone of raging wind from the Elemental plane of Air that moves through along the ground, or over water at a speed of 5 feet per round. The Cyclone wanders the battlefield affecting all creatures it encounters. If the cyclone exceeds the spell’s range, it moves in a random, uncontrolled fashion for 1d3 rounds and then dissipates. All creatures in a radius of 20 feet are affected.
Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of damage. A Medium or smaller creature that fails its first save must succeed on a second one or be knockedown by the force of the cyclone, taking 1d8 points of damage each round. A reflex check is made every round while the storm lingers near the supressed creature. The Whirlwind has 10 base strength and receives +1 for every two casterlevels, raising it's base damage by it's strength modifier. (Reflex DC: 11 + 60% of casterlevel)
The Whirlwind can only be hurt by +3 enhanced magical weapons.
Upon first casting the spell a feat is granted which can be used to direct the Whirlwind.
- Spells
- Evocation spells
- Spells with icon
- Spells missing pictures
- Level 8 innate spells
- Level 8 druid spells
- Druid spells
- Other spellcaster spells
- Verbal and Somatic spells
- Long range spells
- Short duration spells
- Reflex save spells
- Spells with spell resistance
- Hostility rating unknown spell
- Spells that can be Extended
- Spells that can be Maximized