Gust of Wind (Sorcerer/Wizard Spell): Difference between revisions

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{{Template:Spell
[[Category:Dispersing]]
 
{{Template:WizardSpell


<!-- Spell Level -->
<!-- Spell Level -->
<!-- Values: Integer (spell level if castable) or leave blank (if not
<!-- Values: Integer (spell level if castable) or leave blank (if not
available to listed class) -->
available to listed class) -->
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| Alchemist=<onlyinclude>{{#ifeq:{{{transcludesection|Alchemist}}}
| Bard =  
| Alchemist|
| Cleric =  
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| Druid = 2
 
| Paladin =  
| Bard=<onlyinclude>{{#ifeq:{{{transcludesection|Bard}}}
| Ranger =  
| Bard|
| Sorcerer/Wizard = 2
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| Cleric=<onlyinclude>{{#ifeq:{{{transcludesection|Cleric}}}
| Cleric|
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| Druid=<onlyinclude>{{#ifeq:{{{transcludesection|Druid}}}
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| Sorcerer/Wizard=<onlyinclude>{{#ifeq:{{{transcludesection|Sorcerer/Wizard}}}
| Sorcerer/Wizard|2
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| School=<onlyinclude>{{#ifeq:{{{transcludesection|School}}}
| School=<onlyinclude>{{#ifeq:{{{transcludesection|School}}}
| School|[[evocation]] [[Spells#.5BDescriptor.5D|[air]]]
| School|[[Evocation]]
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}}</onlyinclude>  


| CastTime=<onlyinclude>{{#ifeq:{{{transcludesection|CastTime}}}
| CastTime=<onlyinclude>{{#ifeq:{{{transcludesection|CastTime}}}
| CastTime|1 [[standard action]]
| CastTime|Standard
  <!-- Values: Immediate, Standard, FullRound (full round), Ritual, or anything else. -->
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}}</onlyinclude>


| Components=<onlyinclude>{{#ifeq:{{{transcludesection|Components}}}
| Components=<onlyinclude>{{#ifeq:{{{transcludesection|Components}}}
| Components|V, S
| Components|V, S, M
}}</onlyinclude>
}}</onlyinclude> (A handful of magic beans, worth 1 gp.)


| Range=<onlyinclude>{{#ifeq:{{{transcludesection|Range}}}
| Range=<onlyinclude>{{#ifeq:{{{transcludesection|Range}}}
| Range|60 ft.
| Range|Self
  <!-- Values: Self, Touch, Close, Medium, Long, or anything else -->
}}</onlyinclude>
}}</onlyinclude>


| Target=<onlyinclude>{{#ifeq:{{{transcludesection|Target}}}
| Target=<onlyinclude>{{#ifeq:{{{transcludesection|Target}}}
| Target|line-shaped gust of severe wind emanating out from you to the extreme of the range
| Target|{{targets|aoe}}, in a 3 square by 9 square space adjacent to your space, of which the 3 square side must share a side with the casters space.
}}</onlyinclude>
}}</onlyinclude>


| Duration=<onlyinclude>{{#ifeq:{{{transcludesection|Duration}}}
| Duration=<onlyinclude>{{#ifeq:{{{transcludesection|Duration}}}
| Duration|1 round
| Duration|Instant
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| Save=<onlyinclude>{{#ifeq:{{{transcludesection|Save}}}
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| Save|[[FORT]] negates
| Save|FortHalf
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| SR=<onlyinclude>{{#ifeq:{{{transcludesection|SR}}}
| SR=<onlyinclude>{{#ifeq:{{{transcludesection|SR}}}
| SR|yes
| SR|Y
  <!-- Values: Y, or leave blank -->
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| Description =This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path. All flying creatures in this area take a -4 penalty on [[Movement (Fly)]] skill checks. Tiny or smaller flying creatures must make a DC 25 [[Movement (Fly)]] skill check or be blown back 2d6 x 10 feet and take 2d6 points of damage. Small or smaller flying creatures must make a DC 20 [[Movement (Fly)]] skill check to move against the force of the wind.
| Description =This spell creates a severe blast of air that originates from you, possibly affecting all creatures in its path. All flying creatures in this area take a -4 penalty on [[Movement]] checks. All creatures are subjected to {{circle|1}} of {{dmg|buffeting}} damage, as they are slammed and pummeled by the gusty flow of wind.  A save as noted above will lower this damage by half.


:* A Tiny or smaller creature on the ground is knocked down and rolled 1d4 x 10 feet, taking 1d4 points of [[nonlethal damage]] per 10 feet.
: Tiny or smaller flying creatures must make a Movement (Fly) skill check against a Challenging DC for the CR (challenge rating) of the caster or suffer a [[Push]] to the end of the area of effect (up to nine squares).  Small or smaller flying creatures must make a Movement (Fly) skill check against an Average DC for the CR (challenge rating) of the caster to avoid the Push.  


:* Small creatures are knocked [[prone]] by the force of the wind.
: Size Medium and smaller creatures on the ground must make an Average DC Movement check against the CR (challenge rating) of the caster to avoid being Pushed 1 square.  


:* Medium or smaller creatures are unable to move forward against the force of the wind unless they succeed at a DC 15 [[Strength check]].
: Large or larger creatures may move normally within a ''Gust of Wind'' effect.


:* Large or larger creatures may move normally within a ''Gust of Wind'' effect.
: This spell can't move a creature beyond the limit of its range, but it is permissible to 'edge' opponents diagonally to make them stack up neater.


:This spell can't move a creature beyond the limit of its range.
:The force of the gust automatically extinguishes [[candle]]s, [[torch]]es, and similar small, unprotected flames. It causes protected flames, such as those in [[lantern]]s, to dance wildly and has a 50% chance to extinguish those lights.


:Any creature, regardless of size, takes a -4 penalty on ranged attacks and [[Perception]] checks in the area of a ''Gust of Wind''.
:In addition to the effects noted, a ''Gust of Wind'' can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.  Other [[Environmental Effects]] may disperse or enhance this spell at the GM's discretion, and indeed, this spell is quite susceptible to many Environmental Effects. Using Gust of Wind during a Hurricane is not likely to receive much notice!


:The force of the gust automatically extinguishes [[candle]]s, [[torch]]es, and similar unprotected flames. It causes protected flames, such as those in [[lantern]]s, to dance wildly and has a 50% chance to extinguish those lights.
: This spell can be used to disperse Obscuring spells. Gases, fogs, and vapors that intersect the squares occupied by this spell are dispersed in those squares.


:In addition to the effects noted, a ''Gust of Wind'' can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.
: Obscuring spells include: {{Spell-Type|Obscuring}}, and any other effects the GM rules as being affected.
 
:''Gust of Wind'' can be made permanent with a [[Permanency (Spell)]].


| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
| ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|ShortDesc}}}
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}}</onlyinclude>
}}</onlyinclude>


| Reviewed = N
| Reviewed=<onlyinclude>{{#ifeq:{{{transcludesection|Reviewed}}}
| Reviewed|Y
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}}
}}

Latest revision as of 18:10, 1 January 2020

Level: Sorcerer/Wizard 2
School: Evocation

Casting

Casting Time: Standard Action, or the first attack of a Full Attack Action
Components: V, S, M (A handful of magic beans, worth 1 gp.)

Effect

Range: Self
Target or Area: all creatures in target area (friend or foe), in a 3 square by 9 square space adjacent to your space, of which the 3 square side must share a side with the casters space.
Duration: Instantaneous
Saving Throw: Fortitude partial
Save DC: 10 + caster stat modifier + spell level
Spell Resistance: Yes

Description

This spell creates a severe blast of air that originates from you, possibly affecting all creatures in its path. All flying creatures in this area take a -4 penalty on Movement checks. All creatures are subjected to (Circle 1 damage): 1d6 points of damage per character level (max 4d6 at character level 4) of buffeting (physical, uncommon) damage, as they are slammed and pummeled by the gusty flow of wind. A save as noted above will lower this damage by half.
Tiny or smaller flying creatures must make a Movement (Fly) skill check against a Challenging DC for the CR (challenge rating) of the caster or suffer a Push to the end of the area of effect (up to nine squares). Small or smaller flying creatures must make a Movement (Fly) skill check against an Average DC for the CR (challenge rating) of the caster to avoid the Push.
Size Medium and smaller creatures on the ground must make an Average DC Movement check against the CR (challenge rating) of the caster to avoid being Pushed 1 square.
Large or larger creatures may move normally within a Gust of Wind effect.
This spell can't move a creature beyond the limit of its range, but it is permissible to 'edge' opponents diagonally to make them stack up neater.
The force of the gust automatically extinguishes candles, torches, and similar small, unprotected flames. It causes protected flames, such as those in lanterns, to dance wildly and has a 50% chance to extinguish those lights.
In addition to the effects noted, a Gust of Wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range. Other Environmental Effects may disperse or enhance this spell at the GM's discretion, and indeed, this spell is quite susceptible to many Environmental Effects. Using Gust of Wind during a Hurricane is not likely to receive much notice!
This spell can be used to disperse Obscuring spells. Gases, fogs, and vapors that intersect the squares occupied by this spell are dispersed in those squares.
Obscuring spells include: Obscuring (Acid Fog (Sorcerer/Wizard Spell),  Aggressive Thundercloud, Greater (Druid Spell),  Aggressive Thundercloud, Greater (Sorcerer/Wizard Spell),  Aggressive Thundercloud (Druid Spell),  Aggressive Thundercloud (Sorcerer/Wizard Spell),  Barrow Haze (Cleric Spell),  Barrow Haze (Sorcerer/Wizard Spell),  Cloudkill (Sorcerer/Wizard Spell),  Euphoric Cloud (Druid Spell),  Euphoric Cloud (Sorcerer/Wizard Spell),  Fog Cloud (Alchemist Extract),  Fog Cloud (Druid Spell),  Fog Cloud (Ranger Poultice),  Fog Cloud (Sorcerer/Wizard Spell),  Incendiary Cloud (Sorcerer/Wizard Spell),  Mind Fog (Bard Spell),  Mind Fog (Paladin Spell),  Mind Fog (Sorcerer/Wizard Spell),  Nauseating Trail (Alchemist Extract),  Nauseating Trail (Druid Spell),  Nauseating Trail (Sorcerer/Wizard Spell),  Plague Storm (Cleric Spell),  Plague Storm (Druid Spell),  Plague Storm (Sorcerer/Wizard Spell),  Solid Fog (Sorcerer/Wizard Spell),  Stinking Cloud (Alchemist Extract),  Stinking Cloud (Sorcerer/Wizard Spell),  Twilight Haze (Paladin Spell),  Twilight Haze (Sorcerer/Wizard Spell)), and any other effects the GM rules as being affected.

Mana Burn Circle Damage

Spell Circle Burn Cost Req'd Char Level Base Dice Max Dice
0 N/A N/A 1d4 per 2 character levels max of 4d4 at character level 8
1 N/A 1st 1d6 per character level max of 4d6 at character level 4
2 +1 3rd 1d6 per character level max of 6d6 at character level 6
3 +1 5th 1d6 per character level max of 10d6 at character level 10
4 +1 7th 1d6+1 per character level max of 12d6+12 at character level 12
5 +1 9th 1d6+1 per character level max of 15d6+15 at character level 15
6 +1 11th 1d6+2 per character level max of 16d6+32 at character level 16
7 +1 13th 1d6+2 per character level max of 20d6+40 at character level 20
8 +1 15th 1d6+3 per character level max of 21d6+63 at character level 21
9 +1 17th 1d6+3 per character level max of 25d6+75 at character level 25
10 +1 19th 1d6+4 per character level max of 25d6+100 at character level 25
11 +1 21st 1d6+5 per character level max of 25d6+125 at character level 25
12 +1 23rd 1d6+6 per character level max of 27d6+162 at character level 27
13 +1 25th 1d6+7 per character level max of 27d6+189 at character level 27
14 +1 27th 1d6+8 per character level max of 29d6+232 at character level 29
15 +1 29th 1d6+9 per character level max of 29d6+261 at character level 29
16 +1 31st 1d6+10 per character level max of 30d6+300 at character level 30
17 +1 33rd 1d6+11 per character level max of 30d6+330 at character level 30
18 +1 35th 1d6+12 per character level max of 30d6+360 at character level 30