Tornado: Difference between revisions
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''[[Primal]] Invocation, Alchemy, Extrinsic, | __NOAUTOLINKS__ | ||
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'''Casting Time:''' 1 hour | == <big>'''Tornado'''</big> == | ||
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'''Range''' | |''[[Primal]] Invocation, Alchemy, Extrinsic, Weather'' | ||
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'''Materials:''' A pinch of dirt | |''Prerequisites: Primal Tier 4'' | ||
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'''Duration:''' 1 hour | |'''Casting Time:''' 1 hour | ||
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At the end of the casting time, make a magic attack roll against DC 15. If you hit the DC, then you cast the | |'''Range:''' 3 miles | ||
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|'''Materials:''' A pinch of dirt or a gallon of water | |||
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|'''Requires:''' Gesture, Verbal | |||
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|'''Duration:''' 1 hour | |||
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!Spell Description | |||
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|At the end of the casting time, make a magic attack roll against DC 15. If you hit the DC, then you cast the invocation. If you miss, then you still cast the invocation, but you are Staggered for the duration and immediately lose control of the tornado. | |||
Choose a point within range. A swirling funnel cloud descends from the sky and touches down on that point in a 15 ft radius. That 15 ft radius area is a tornado. The area in a 500 ft radius from the tornado experiences tremendous winds, causing the following effects: | Choose a point within range. A swirling funnel cloud descends from the sky and touches down on that point in a 15 ft radius. That 15 ft radius area is a tornado. The area in a 500 ft radius from the tornado experiences tremendous winds, causing the following effects: | ||
* All ranged attack rolls that deal physical damage in the area automatically fail. | |||
* Creatures attempting to fly in this area must first make a STR check against a DC of 10 + your magic attribute. When making this check, a creature rolls 2d20 and uses whichever is lower. If they fail, they cannot fly in a direction of their choice. If they were on the ground, they remain on the ground; if they were in the air, they move 30 ft closer to the tornado. | |||
* All creatures in the area are Deafened beyond 40 ft. | |||
* Creatures moving away from the tornado are Slowed. | |||
On Initiative count 0, the tornado takes a turn. If you still have control over the tornado, make a DC 20 magic check; if you succeed, then you retain control over the tornado until the start of the tornado’s next turn. If you retain control over the tornado, you choose a direction and it moves 40 ft in that direction. If you fail, then you lose control over the tornado and cannot regain control over it. The MC randomly determines which direction the tornado moves. | |||
At the end of each of the tornado’s turns, all creatures and objects in the tornado are flung 30 ft out of the tornado in a randomly determined direction, taking 6d6 blunt damage and landing Prone. The tornado ignores the DT of inanimate objects. | |||
[[Primal Spells|[Back to Primal Spells]]] | At the end of this invocation’s duration, the tornado disperses unless other mundane or magical weather conditions provide the vitriol needed for the tornado to continue (thunderstorms, high-speed winds, and the like might extend the tornado’s duration). If the tornado’s duration extends beyond its natural duration, you immediately lose control of it even if you maintained control of it for the entire hour. | ||
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[[Primal Spells|[Back to Primal Spells]]]<br> | |||
Revision as of 19:07, 5 July 2024
Tornado |
| Primal Invocation, Alchemy, Extrinsic, Weather |
| Prerequisites: Primal Tier 4 |
| Casting Time: 1 hour |
| Range: 3 miles |
| Materials: A pinch of dirt or a gallon of water |
| Requires: Gesture, Verbal |
| Duration: 1 hour |
| Spell Description |
|---|
| At the end of the casting time, make a magic attack roll against DC 15. If you hit the DC, then you cast the invocation. If you miss, then you still cast the invocation, but you are Staggered for the duration and immediately lose control of the tornado.
Choose a point within range. A swirling funnel cloud descends from the sky and touches down on that point in a 15 ft radius. That 15 ft radius area is a tornado. The area in a 500 ft radius from the tornado experiences tremendous winds, causing the following effects:
On Initiative count 0, the tornado takes a turn. If you still have control over the tornado, make a DC 20 magic check; if you succeed, then you retain control over the tornado until the start of the tornado’s next turn. If you retain control over the tornado, you choose a direction and it moves 40 ft in that direction. If you fail, then you lose control over the tornado and cannot regain control over it. The MC randomly determines which direction the tornado moves. At the end of each of the tornado’s turns, all creatures and objects in the tornado are flung 30 ft out of the tornado in a randomly determined direction, taking 6d6 blunt damage and landing Prone. The tornado ignores the DT of inanimate objects. At the end of this invocation’s duration, the tornado disperses unless other mundane or magical weather conditions provide the vitriol needed for the tornado to continue (thunderstorms, high-speed winds, and the like might extend the tornado’s duration). If the tornado’s duration extends beyond its natural duration, you immediately lose control of it even if you maintained control of it for the entire hour. |