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

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: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.
: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.


: 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: {{Spell-Type|Obscuring}}, and any other effects the GM rules as being affected.


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

Revision as of 21:10, 14 December 2018

Level: Druid 2Sorcerer/Wizard 2
School: Evocation
Subdomain: catastrophe 2
Elemental School: air 2

Casting

Casting Time: Standard Action, or as the first attack in a Full Attack Action
Components: V, S

Effect

Range: 60 ft.
Target or Area: line-shaped gust of severe wind emanating out from you to the extreme of the range
Duration: 1 round
Saving Throw: FORT negates
Save DC:
Spell Resistance: Yes

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.
  • A Tiny or smaller creature on the ground is knocked down and rolled 1d4 x 10 feet, taking 1d4 points of Non-Lethal Damage per 10 feet.
  • Small creatures are knocked prone by the force of the wind.
  • 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.
This spell can't move a creature beyond the limit of its range.
Any creature, regardless of size, takes a -4 penalty on ranged attacks and Perception checks in the area of a Gust of Wind.
The force of the gust automatically extinguishes candles, torches, and similar 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.
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