Vastly
2013-03-21, 12:49 PM
The spell control winds seems like a really fun, powerful and flavorful spell for my Prophet of the Wind (Oracle w/ Wind Mystery). But I'm not clear on a couple of points as to how it functions.
Here is the spell for those unfamiliar with it:
School transmutation [air]; Level druid 5
Casting
Casting Time 1 standard action
Components V, S
Effect
Range 40 ft./level
Area 40 ft./level radius cylinder 40 ft. high
Duration 10 min./level
Saving Throw Fortitude negates; Spell Resistance no
Description
You alter wind force in the area surrounding you. You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or until you choose to alter your handiwork, which requires concentration. You may create an “eye” of calm air up to 80 feet in diameter at the center of the area if you so desire, and you may choose to limit the area to any cylindrical area less than your full limit.
Wind Direction: You may choose one of four basic wind patterns to function over the spell's area.
A downdraft blows from the center outward in equal strength in all directions.
An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center.
Rotation causes the winds to circle the center in clockwise or counterclockwise fashion.
A blast simply causes the winds to blow in one direction across the entire area from one side to the other.
Wind Strength: For every three caster levels, you can increase or decrease wind strength by one level. Each round on your turn, a creature in the wind must make a Fortitude save or suffer the effect of being in the windy area. See Environment for more details.
Strong winds (21+ mph) make sailing difficult.
A severe wind (31+ mph) causes minor ship and building damage.
A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships.
Hurricane force winds (75+ mph) destroy wooden buildings, uproot large trees, and cause most ships to founder.
A tornado (175+ mph) destroys all nonfortified buildings and often uproots large trees.
First question: Is the area immobile, centered on me, or centered on a point of my choosing (which could be myself or something else)? The spell isn't terribly clear on this being an immobile effect or not. The point would be to cast it centered on myself, and have my whirlwind move with me.
Second question: How does the save on this work? What does the fort save actually save against? Does it allow them to ignore being pushed around, or can they ignore the wind and it's corresponding effects entirely?
For instance, if I create a tornado strength effect:
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.
The description of the wind effect mentions a fort save to avoid being sucked toward the tornado. However no save is mentioned for when you touch the funnel and start taking damage, it appears to be an automatic condition of coming in contact with such strong winds. So does the save for control winds only protect against being pulled/pushed by the wind, or does it stop the damage as well? Or does it allow them to just move freely in the wind, but continue to take damage while within?
Mind you the other wind effects don't mention saves of any kind, and provide hefty penalties to ranged attacks, perception and fly checks. Does the fort save allow them to completely ignore these penalties? It seems odd that it would, as magically created wind, is still tangible, physical wind and shouldn't be something you can completely ignore with a strong fortitude if an equivalent natural wind doesn't allow it.
Any insight is appreciated, thanks!
Here is the spell for those unfamiliar with it:
School transmutation [air]; Level druid 5
Casting
Casting Time 1 standard action
Components V, S
Effect
Range 40 ft./level
Area 40 ft./level radius cylinder 40 ft. high
Duration 10 min./level
Saving Throw Fortitude negates; Spell Resistance no
Description
You alter wind force in the area surrounding you. You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or until you choose to alter your handiwork, which requires concentration. You may create an “eye” of calm air up to 80 feet in diameter at the center of the area if you so desire, and you may choose to limit the area to any cylindrical area less than your full limit.
Wind Direction: You may choose one of four basic wind patterns to function over the spell's area.
A downdraft blows from the center outward in equal strength in all directions.
An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center.
Rotation causes the winds to circle the center in clockwise or counterclockwise fashion.
A blast simply causes the winds to blow in one direction across the entire area from one side to the other.
Wind Strength: For every three caster levels, you can increase or decrease wind strength by one level. Each round on your turn, a creature in the wind must make a Fortitude save or suffer the effect of being in the windy area. See Environment for more details.
Strong winds (21+ mph) make sailing difficult.
A severe wind (31+ mph) causes minor ship and building damage.
A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships.
Hurricane force winds (75+ mph) destroy wooden buildings, uproot large trees, and cause most ships to founder.
A tornado (175+ mph) destroys all nonfortified buildings and often uproots large trees.
First question: Is the area immobile, centered on me, or centered on a point of my choosing (which could be myself or something else)? The spell isn't terribly clear on this being an immobile effect or not. The point would be to cast it centered on myself, and have my whirlwind move with me.
Second question: How does the save on this work? What does the fort save actually save against? Does it allow them to ignore being pushed around, or can they ignore the wind and it's corresponding effects entirely?
For instance, if I create a tornado strength effect:
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.
The description of the wind effect mentions a fort save to avoid being sucked toward the tornado. However no save is mentioned for when you touch the funnel and start taking damage, it appears to be an automatic condition of coming in contact with such strong winds. So does the save for control winds only protect against being pulled/pushed by the wind, or does it stop the damage as well? Or does it allow them to just move freely in the wind, but continue to take damage while within?
Mind you the other wind effects don't mention saves of any kind, and provide hefty penalties to ranged attacks, perception and fly checks. Does the fort save allow them to completely ignore these penalties? It seems odd that it would, as magically created wind, is still tangible, physical wind and shouldn't be something you can completely ignore with a strong fortitude if an equivalent natural wind doesn't allow it.
Any insight is appreciated, thanks!