Hurricane Force (3.5e Spell)

From Dungeons and Dragons Wiki
Jump to: navigation, search


Homebrew.png
Author: Eiji-kun (talk)
Date Created: 1-25-14
Status: Complete
Editing: Clarity edits only please
Scale.png Low - Moderate - High - Very High
ArticleUnrated.png
Rate this article
Discuss this article


Hurricane Force
Evocation [Air]
Level: Druid 8, Ki Master 8, Shugenja (Air) 8
Components: V, S
Casting time: 1 standard action; see text
Range: See text
Effect: Shaped blast of extreme wind emanating out from you to the extreme of the range
Duration: 1 round
Saving Throw: Fortitude negates and Fortitude half; see text
Spell Resistance: Yes

One moment the village was standing when a man-sized orb of distorted air landed in the middle. Suddenly the earth was wiped clean, it was as if civilization had never been there at all.

This spell functions like gale force, but much stronger. Its strength and shape depends on which form you cast.

If you cast it as a 600 ft line, 15 ft wide, it produces 300 mph tornado force winds. Large or smaller creatures on the ground are knocked prone and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. Large or smaller flying creatures are blown back 2d6×10 feet and take 2d6 points of nonlethal damage due to battering and buffeting. Huge creatures are knocked prone by the force of the wind. Huge flying creatures are instead blown back 1d6×10 feet. Gargantuan or Colossal creatures are unable to move forward against the force of the wind. Gargantuan or Colossal flying creatures are blown back 1d6×5 feet. Ranged attacks are impossible through the area, even seige weapons. Fogs and gases disperse instantly.

If you cast it as a 600 ft cone, the area is much greater but the effects are reduced to that of a normal gust of wind spell.

If you cast it as a burst, the range becomes Long (400 ft. + 40 ft./level) with a 200 ft radius burst. Those in a 20 ft radius burst take 1d6 points of sonic damage per two caster levels (save for half), and those out to the 200 ft radius are subject to a normal gust of wind spell that moves outward in all directions.

If you spend 1 round casting, the burst can become much stronger, spreading the sonic damage burst out to a 40 ft radius and increasing the wind to tornado strength winds in the 200 ft radius.

Finally you can use it as a ranged touch spell out to Close range (25 ft. + 5 ft./2 levels), which allows you to bull rush a creature of any size category using twice your caster level + your spellcasting modifier as your effective strength bonus to bull rush. Flying creatures are considered one size smaller than they actually are for the purposes of their opposed check. You do not follow the creatures being bull rushed. This version does not have a save.

You choose the shape of the hurricane force upon casting. All forms with exception of the touch attack version can’t move a creature beyond the limit of its range. The force of the wind automatically extinguishes all flames, even protected flames such as lanterns. In addition to the effects noted, a hurricane force can do anything that a sudden blast of wind would be expected to do. It can create a stinging tsunami of sand or dust, extinguish a wildfire, knock down wooden buildings and small trees, keel over a large boat, and completely obliterate gases and vapors.

Hurricane Force's first three shapes can be made permanent with a permanency spell for 5,000 XP (minimum caster level 20th).



Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsDruid
Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsKi Master
Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsShugenja

Eiji-kun's Homebrew (5605 Articles)
Eiji-kunv
Article BalanceHigh +
AuthorEiji-kun +
ComponentV + and S +
DescriptorAir +
Identifier3.5e Spell +
LevelDruid 8 +, Ki Master 8 + and Shugenja (Air) 8 +
RangeOther +
RatingUnrated +
SchoolEvocation +
SummaryGale Force amped up to 11, the winds produced can destroy cities in the shockwave. +
TitleHurricane Force +