Whirlwind, Greater
School: Evocation
Sub-School: None
Descriptor: Air
Ritual: No
Level: Primal 9th
Components: Material, Somatic & Verbal
Casting Time: Standard
Range: Medium
Effect/Target: 10ft radius at the base, 30ft radius at the top, & 60ft tall Tornado
Duration: 1 Minute
Saving Throw: Strength - Partial This spell functions similarly to Whirlwind, except the tornado remains stationary, unless directed with a Move action, and imposes the following effects: Upon Casting, Grounded:
Sub-School: None
Descriptor: Air
Ritual: No
Level: Primal 9th
Components: Material, Somatic & Verbal
Casting Time: Standard
Range: Medium
Effect/Target: 10ft radius at the base, 30ft radius at the top, & 60ft tall Tornado
Duration: 1 Minute
Saving Throw: Strength - Partial This spell functions similarly to Whirlwind, except the tornado remains stationary, unless directed with a Move action, and imposes the following effects: Upon Casting, Grounded:
- Large or smaller creatures within 60ft of the tornado's center must make a Strength saving throw or be dragged 1d4 *10ft towards the center, taking 1d4 Non-Lethal damage per 10ft.
- Huge creatures within 40ft of the tornado's center must make a Strength saving throw or be knocked Prone.
- Gargantuan or Colossal creatures within 30ft of the tornado's center must make a Strength saving throw or become unable to move away from the tornado.
Another save may be attempted at the start of their Turn.
- Huge or smaller creatures must make a Strength saving throw or be dragged into the center of the tornado, taking 2d6 Bludgeoning damage.
- Gargantuan creatures must make a Strength saving throw or be dragged 1d6 *10ft towards the center.
- Colossal creatures must make a Strength saving throw or be dragged 1d6 *5ft towards the center.
- Any creature inside the tornado takes 6d6 Bludgeoning damage at the start of their Turn, and cannot take any actions.
- If a creature is expelled from the tornado, they are flung 4d6 *5ft away in a random direction, and 4d6 *5ft upwards.
- Structures take 2d6 *10 Bludgeoning damage per Round, destroying most buildings within 1-2 Rounds.
- Finally, the normal penalties for Extreme winds apply to all creatures inside the cyclone.
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