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===<b>Whirlwind</b>===
{{spell
 
|icon=AnimateSnow.png
Caster Level: Air 8, Drd 8, [http://bgtscc.wikia.com/wiki/Storm_Domain?venotify=created Storm] 8
|image=
Innate Level: 8
|level_druid=8
School: Evocation [Air]
|level_additional=[[Cleric]] with [[Storm (domain)|Storm]] domain 8
Components: Verbal , Somatic
|level_innate=8
Range: Long
|school=Evocation  
Effect: Cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall
|descriptor=Air
Duration: 1 round/level (D)
|components=VS
Saving Throw: Reflex negates; see text
|range=Long
Spell Resistance: Yes
|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.
== Gameplay Notes ==
== Bugs ==
[[Category:Spells]]
[[Category:Drd 8]]
[[Category:Evocation]]
[[Category:Air]]
[[Category:Innate 8]]
[[Category:Verbal & Somatic]]

Revision as of 21:34, 11 September 2017

Whirlwind
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.