Sunday, January 2, 2011

Campaign Design - Spells: Wind Tunnel

Wind Tunnel (found in Spells & Spellcraft)
Evocation [Air]

Components: V, S, M/DF
Casting Time: 1 standard action
Range: Close (25 feet + 5 feet per 2 caster levels)
Target, Effect, or Area: 5 foot wide line out to the spell's range
Duration: Concentration up to 1 round per caster level
Saving Throw: Reflex partial
Spell Resistance: Yes

You create a constant blast of wind that can disrupt and knock down your enemies. Any creature within the area of the wind tunnel must make a Reflex save or be knocked to the ground. Those that make their save are still subject to a bull rush from the spell which acts as a Large creature with a Strength of 25. Leaving the area of the wind tunnel is a move-equivalent action that allows the affected creature to move only 5 feet in one direction.

Creatures that were knocked prone must either use a move-equivalent action while prone to leave the wind tunnel's area as outlined above, or try to stand up against the powerful winds. Doing so requires a successful Strength check (DC 20) and unless the target then moves out of the wind tunnel, it will be subject to the bull rush as outlined above.

The caster of the spell may not move for as long as he maintains the wind tunnel, though he may perform other actions as normal. As a standard action, he may redirect the wind tunnel up to 45 degrees. All those in the path of the moving tunnel must make Reflex saves as above or be knocked prone, but only those in the spell's area when it finally comes to rest are subject to the bull rush attack.

Arcane material component: A small fan which must be held for the duration of the spell.

Home     Three Worlds     Spell List

No comments:

Post a Comment