Zephyr
Effect
Zephyr
School:Evocation [Air]
Level:1, 2, 3, 4, 5, 8, 9
Components: V, S
Casting Time: 1 Standard Action
Range: 60ft
Area: Line from 10ft of caster to extreme of range.
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: Yes
Cast using a 1st level spell slot. Create a light wind that originates from the point you designate. Any airborn vapors, fumes, clouds, smoke, and gasses drift away from the point at a speed of 80ft/round and dissipate in 1/4 the normal time.
Additionally, the wind can move chimes, scatter parchment, cause candle or hearth flames to flicker, and so forth.Enhance:For every higher level spell slot, multiply the range by the spell level.
Gust
Duration: 1 Round
Saving Throw: Fort Negates
Cast using a 2nd level spell slot. You create a gust of severe wind, affecting all creatures within its path.
Enhance:For every higher level spell slot, multiply the range by 1.5.
Squall
Range: Medium
Area:5ft Diameter Sphere
Duration: 1 round/level
Saving Throw: See Text
Cast using a 3rd level spell slot. A ball of swirling wind and dust moves as you direct, pushing foes across the battlefield. From its starting point, a squall moves 30ft/round in a direction that you point, regardless of the presence or absence of terrain.
When a Squall enters a space with a creature, it stops moving and tries to bowl over the creature. That creature must resist a Bull Rush with the dice below. If the spell wins, the bull rush, it pushes the creature as far as it can in a random direction.Any creature pushed by the sphere must succeed on a Reflex save or fall prone.The Squall moves as long as you activly direct it, otherwise it merely stays at rest and attempts to bowl over anyone in its square. The spell ends if the distance between the sphere and you exceed the spells range
1d20+6
Augment: When augmented with the same level spell, increase the movement speed of the Squall by +30ft.
Enhance:For every spell slot above 3rd, increase the bull rush modifier by +5.
Windstorm
Components: V, S, AF
Range: Medium
Effect: 2ft radius sphere.
Duration: 1 round/level
Saving Throw: See Text
Cast using a 4th level spell slot. You create a cloudy gray sphere of howling wind and air. As a move action, you can make the sphere travel 30ft/round and strike a creature or object you indicate as a ranged touch attack. Any creature struck by the sphere takes 6 damage from its winds. Additionally, medium or smaller creatures must succeed on a Fort save or be knocked prone. Prone creatures must succeed on a second Fort save or be swept up by the sphere and thrown 1d8*10 feet into the air, taking fall damage as normal, and dropping within 30ft of their original position, away from the Windstorm.
If an obstacle prevents the target creature from reaching its expelled height, the creature takes damage for every 10ft of movement it was unable to complete as it is flung into the obstacle, then takes damage from hitting the ground again.The Windstorm can affect a maximum of one creature or object per round, and winks out if it exceeeds the spells range.
Arcane Focus:A gray pearl worth at least 100gp.
Augment: For each additional spell slot spent, the windstorm grows by an additional 2ft diameter, and may affect 1 additional creature
Enhance:For every higher spell slot used, add +2 to the damage of the spell, for all effects.
Cyclone
Components: V, S, AF
Range: 120ft
Area: 120ft line
Duration: Instantaneous
Saving Throw: Reflex half
Cast using a 5th level spell slot. You create a spiraling torrent of wind towards your enemies that deals 2 points of daamge per caster level (Max 30) to all creatures and objects in the area. Objects bigger than large take 1/2 damage. Cyclone begins at the casters fingertips.
Creatures who fail their reflex save vs a Cyclone are in danger of being knocked back by the force of the wind. Treat this as a Bull Rush attack made with a +12 modifier. The Cyclone always moves with the opponent to push that target back the full distance allowed, and can exceed the normal movement limit with a sufficienty high check rsult. Airborn creatures are treated as one size category smaller for the purpose of resisting the bull rush.If the damage caused to an interposing barrier by the blast shatters or breaks through it, the cyclone can continue beyond the barrier if the spell's range permits, otherwise, it stops at the barrier just as any other spell effect would.
Arcane Focus:A child's spinning top.
Enhance:For every higher level spell slot used, increase the bull rush by +5, and deal an additional +2 damage.
Tornado
Components: V, S, DF
Range: Long
Area: Cyclone, 10ft wide at base, 30ft wide at top, 30ft tall.
Duration: 1 round/level (D)
Saving Throw: See Text
Cast using an 8th level spell slot. Creates a cyclone of raging wind that moves through the air, along the ground, or over water at 60ft/round. You can concentrate on controlling the cyclone's every movement or specify a simple program. Directing the cyclone's movement or changing its programmed movement is a standard action. The cyclone always moves during your turn. If the cyclone exceeds the spells range, it moves in a random, uncontrolled fashion for 1d3 rounds then dissipates.
Any large or smaller creatures that come in contact with the spell effect must succeed on a Reflex save or take 6 damage. Medium or smaller creatures that fail the initial effect must succeed on a second reflex save or be picked up bodily by the cyclone and held in suspension in its winds, taking 3 damage each round with no save. You may direct the cyclone to eject any carried creature whenever you wish, depositing them wherever the cyclone happens to be when they are released.Flying creatures are treated as if they were 1 size category smaller for all effects.
The tornado extinguishes all flames it touches. Listen checks are impossible within the spells range.
Enhance:When cast at a higher level, the Tornado gains additional effects:
Huge creatures are now affected by the tornado as normal.Creatures now take 12 damage per round inside the tornado.
The tornado uproots trees and other vegetation automatically. Structures take 40 damage per round.
No ranged attacks can pass through the tornado.
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