Description: | This spell creates a powerful cyclone of raging wind that
moves through the air, along the ground, or over water at a speed
of 60 feet per round. The character can concentrate on
controlling the cyclones every movement or specify a simple
program, such as move straight ahead, zigzag, circle, or the
like. Directing the cyclones movement or changing its
programmed movement is a standard action for the character. The
whirlwind always moves during the character's turn in the
initiative order. If the cyclone exceeds the spells range,
it moves in a random, uncontrolled fashion for 1d3
roundspossibly endangering the character or the character's
alliesand then dissipates. (the character cant regain
control of the cyclone, even if comes back within range.)
Any Large or smaller creature who comes in contact with the
whirlwind must succeed at a Reflex save or take 3d6 points of
damage. Medium-size or smaller creatures who fail their first
save must succeed at a second one or be picked up bodily by the
whirlwind and held suspended in its powerful winds, taking 1d8
points of damage each round with no save allowed. The character
may direct the cyclone to eject any carried creatures whenever
the character wishes, depositing the hapless souls wherever the
whirlwind happens to be when they are released.
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