This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ====== Whirlwind ====== **School:** Evocation [Air] **Tier:** 8 ===== Casting ===== **Casting Time:** 1 Standard Action **Range:** Long (400 ft. + 40 ft./CL) ===== Effect ===== **Target:** Location within range **Duration:** 1 round/CL **Saving Throw:** Reflex half **Spell Resistance:** Yes ===== 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 cyclone is 5 ft. + 5 ft./CL wide, and 10 ft. + 5 ft./CL tall. You can concentrate on controlling the cyclone’s every movement, or specify a simple program. Directing the cyclone’s movement or changing its programmed movement is a standard action for you. The cyclone always moves during your turn. If the cyclone exceeds the spell’s range, it moves in a random, uncontrolled fashion for 1d3 rounds and then dissipates. (You can’t regain control of the cyclone, even if it comes back within range.) Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 6d6 points of damage (Reflex for half). A Medium or smaller creature that fails this save is picked up bodily by the cyclone and held suspended in its powerful winds, taking 1d8 + your Caster Level points of damage (maximum of 1d8 + 20) 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. Creatures below Medium size take a cumulative -3 penalty on the Reflex save for every [[game_systems:size|Size Category]] which they fall short by.