Tornado: Difference between revisions

10 bytes added ,  1 August 2025
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|''[[Primal]] Invocation, Alchemy, Extrinsic, Weather''
|''[[Primal]] Invocation, Alchemy, Extrinsic, Weather''
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|''Prerequisites: Primal Tier 4''
|''Prerequisites: Primal Tier 5''
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|'''Casting Time:''' 1 hour  
|'''Casting Time:''' 1 hour  
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!Spell Description
!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.
|At the end of the casting time, make a magic attribute check against DC 15. On a success, then you cast the invocation and gain Fatigue. If you miss, then you still cast the invocation, but you immediately lose control of the tornado. You also gain Fatigue and are Staggered for the duration on a miss.
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.
* 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.
* 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 takes the lower. On a failure, 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.
* All creatures in the area are Deafened beyond 40 ft.
* Creatures moving away from the tornado are Slowed.
* 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 attribute check; on a success, then you retain control over the tornado until the start of the tornado’s next turn. You choose a direction and it moves 40 ft in that direction. On a failure, then you lose control over the tornado and cannot regain control over it. The MC randomly determines which direction the tornado moves.  
 
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 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.