| Maelstrom | |
| Spell Information | |
| Spell level : | Innate level: 7, Other: Ocean 7 |
|---|---|
| School : | Conjuration |
| Descriptor(s) : | Water |
| 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
Maelstrom conjures a deadly vortex of water. In the sea, it swallows up ships. On land, it erupts from the earth as if by a great geyser and funnels its way into the sky. The vortex moves at a speed of 5 feet per round. Undirected, it wanders the battlefield affecting all creatures it encounters. If the vortex 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 into contact with the spell effect must succeed on a Reflex save or take 3d6 points of cold damage. A Medium or smaller creature that fails its first save must succeed on a second one or be knocked down by the force of the cyclone, taking 1d8 points of cold damage each round. A Reflex check against a DC of 11 + 3/5th of the character's total caster level is made every round while the storm lingers near the suppressed creature. The maelstrom has 10 base strength and receives +1 for every two caster levels, raising its base damage by its strength modifier. The maelstrom can only be hurt by +3 enhanced magical weapons.
Upon first casting maelstrom, a feat is granted which can be used to direct the vortex.
- Spells
- Conjuration spells
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- Level 7 innate 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