Mathius |
This spell has a huge area of effect and it can really rip apart a town but lets say I want to simply kill every one there.
Is there a way to make this spell do some damage? Even 1 a round would do and if it only a one shot thing then as little as 10 would work to clear out most of population but leave the building standing.
Since it is a cylinder does that mean that the wind will not go inside a building even if the door is open?
Can dazing be added to the tornado level of this spell?
Any other good uses for huge AoE on mid level spell?
KestrelZ |
On its own, by RAW - no.
Using common sense and forcing the GM t make up house rules on the spot - you could always throw bags of caltrops, shurikens, or other small sharp objects into the controlled winds. They will not be accurate, and likely would allow reflex saves, yet it should at least inconvenience low HD opponents.
Bob Bob Bob |
If you can get up to tornado force wind there's already rules for that.
Tornado (CR 10): All flames are extinguished. All ranged attacks are impossible (even with siege weapons), as are sound-based Perception checks. Instead of being blown away (see Table: Wind Effects), characters in close proximity to a tornado who fail their Fortitude saves are sucked toward the tornado. Those who come in contact with the actual funnel cloud are picked up and whirled around for 1d10 rounds, taking 6d6 points of damage per round, before being violently expelled (falling damage might apply). While a tornado's rotational speed can be as great as 300 mph, the funnel itself moves forward at an average of 30 mph (roughly 250 feet per round). A tornado uproots trees, destroys buildings, and causes similar forms of major destruction.