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Revision as of 10:38, 31 August 2017

Whirlwind

Caster Level: Air 8, Drd 8, Storm 8
Innate Level: 8
School: Evocation [Air]
Components: Verbal , Somatic
Range: Long
Effect: Cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall
Duration: 1 round/level (D)
Saving Throw: Reflex negates; see text
Spell Resistance: Yes


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.

Gameplay Notes

Bugs