Wind Rush 60 mph, Elemental A
Wind Rush (60 mph)
Saving Throw: A roll of 18 to 20 means the character is able to keep his balance and hold on to his belongings, but cannot attack or move forward. A failed roll means the character is blown off his feet, sent tumbling 2D6x10 yards/meters and drops/loses 1D6 belongings.P.P.E.: Ten
Effect
This spell creates a short, powerful wind gust at 60 mph (96 km) that is capable of knocking people down, knocking riders off their mounts, blowing small objects about 100 feet (30.5 m) away, or creatÂing dust storms.
The wind can be directed by the Warlock at one specific target or a general sweep (maximum wind width 20 feet/6 m). Any character caught by the wind blast is helpless and unable to attack or move forÂward.
It takes an additional melee round to recover, and 1-8 to gather up all the items blown away.
The wind can be directed by the Warlock at one specific target or a general sweep (maximum wind width 20 feet/6 m). Any character caught by the wind blast is helpless and unable to attack or move forÂward.
It takes an additional melee round to recover, and 1-8 to gather up all the items blown away.
Related School
Elemental Magic.
Related Element
Air
Effect Duration
One melee round (15 seconds).
Effect Casting Time
1 action.
Range
120 feet (36.6 m).
Level
3