D20:Whirlwind Spell
Whirlwind
Air 8, Drd 8
V, S, DF
1 standard action
Long (400 ft. + 40 ft./level)
Cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall
1 round/level (D)
Reflex negates; see text
Yes
Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of damage. A Medium or smaller creature that fails its first save must succeed on a second one or be picked up bodily by the cyclone and held suspended in its powerful winds, taking 1d8 points of damage each round on your turn with no save allowed. You may direct the cyclone to eject any carried creatures whenever you wish, depositing the hapless souls wherever the cyclone happens to be when they are released.
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This article is a D20 reference page The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast. |
Created by Last edited by , 10-23-2011 at 11:55 AM 0 Comments, 4,690 Views |
, 03-31-2007 at 10:10 PM
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