Veles Whirl (3.5e Spell)

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Author: Luigifan18 (talk)
Contributors: Eiji-kun
Date Created: Original: October 28, 2012
Revision: November 14, 2017
Status: Needs review
Editing: Clarity edits only please
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Veles Whirl
Transmutation [Earth, Water]
Level: Cleric 6, Druid 6, Sorcerer/Wizard 6
Components: V, S, F/DF
Casting time: 1 round
Range: Long (400 ft. + 40 ft./level)
Effect: A whirlpool in the ground, 60 feet wide and 30 feet deep
Duration: 1 round/level
Saving Throw: Reflex negates or Reflex partial (see text)
Spell Resistance: No

(This is the revised version of Veles whirl. For the original, go here.)

Holding the god's holy symbol aloft, you call upon the name of Veles to blend the elements of earth and water together. Within a few seconds, the ground begins to writhe and churn beneath your foes, who can only stare slack-jawed in utter disbelief as a whirlpool opens up directly beneath them — on solid ground — and proceeds to grind them to a lifeless pulp.

This spell moves the earth as if it were fluid, turning it into a massive whirlpool of earth and stone. This vortex is 5 feet wide at the base, up to 60 feet wide at the top, and 30 feet tall (even if the ground is less than 30 feet deep). Creatures in the area must make a Reflex save or be trapped in the vortex, taking 1d6 + your spellcasting modifier (Int, Wis, or Cha) in magic bludgeoning nonlethal damage, and fall prone and become immobilized. The terrain counts as extraordinary violent motion (DC 20) for Concentration checks. A successful save negates the nonlethal damage and moves the creature to the nearest valid space outside the vortex.

Creatures trapped in the vortex get a Reflex save each round to act normally; if they fail, they are dragged 5 feet closer to the center, taking damage and remaining prone and immobile. If they reach the center, they are ground violently by the earth, taking three times as much damage, and the damage is now lethal. On a successful save, they can move, but must succeed on a Climb, Swim, or Balance check, DC = 10 + your caster level, to move through the swirling earth.

At the end of the spell duration, the ground returns to normal, possibly burying creatures trapped in the vortex in the ground (or not, depending on how much ground there was). Roll 1d6 for each creature to determine how they are buried. For creatures in the center of the vortex, roll 1d3+3 instead.

Burial at spell's end
D6 roll Result
1 The creature simply falls prone, and is not flat-footed.
2 The creature is buried up to its feet. It is not flat-footed, but is not able to move. It can pull itself free in one move action with a DC 15 Strength check or a DC 20 Escape Artist check. Doing so does not provoke attacks of opportunity by default, but the creature can choose to provoke an attack of opportunity for a +1 bonus to its Strength check or a +2 bonus to its Escape Artist check.
3 The creature is buried up to its knees. It is flat-footed. It can free itself as a standard action with a DC 19 Strength check or a DC 26 Escape Artist check. Doing so does not provoke attacks of opportunity by default, but the creature can choose to provoke an attack of opportunity for a +1 bonus to a Strength check or a +2 bonus to an Escape Artist check.
4 The creature is buried up to its waist. It can still use its arms, but its legs are unable to move (and by extension, it can't move from its space). It is flat-footed. It can free itself as a full-round action with a DC 22 Strength check or a DC 30 Escape Artist check. Doing so provokes attacks of opportunity.
5 The creature is buried up to its head. It is able to breathe, but unable to move, swing a weapon, or use somatic components (or do anything else requiring the use of its legs or arms). It is flat-footed and helpless. It can free itself as a 1-round action with a DC 26 Strength check or a DC 35 Escape Artist check. Doing so provokes attacks of opportunity.
6 The creature is completely buried 30 feet under the earth. Unless it's able to dig or teleport without the use of its limbs, there's not a whole lot it can do to free itself. It can't breathe, either, so if it needs to breathe... well... that's all she wrote. (See "Cave-Ins and Collapses" and earthquake for details.) If there is empty space 30 feet under the earth where this spell was cast (such as if it was a catwalk, balcony, or upper floor of a building), the creature instead falls through. Depending on how much empty space there is, this may be substantially better or worse than being buried.

This spell can also be cast on water surfaces to create a traditional whirlpool, using the same damage but not burying the creature afterwards.

Though this spell refers to Veles, Slavic god of water and earth, you may substitute whatever god is most appropriate for your campaign. Change the name of the spell accordingly. Whichever deity you choose to associate this spell with, it is only available to worshippers of that deity.

Focus: A silver holy symbol of Veles costing 3,000 gp. For a cleric or druid, this holy symbol can be the same divine focus used to cast your other spells, but it must be made of silver and cost at least 3,000 gp in order to cast Veles whirl.



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Luigifan18's Homebrew (384 Articles)
Luigifan18v
Article BalanceModerate +
AuthorLuigifan18 +
ComponentV +, S + and F/DF +
DescriptorEarth + and Water +
Identifier3.5e Spell +
LevelCleric 6 +, Druid 6 + and Sorcerer/Wizard 6 +
RangeOther +
Rated ByFranken Kesey +
RatingRating Pending +
SchoolTransmutation +
SummaryA spell that draws upon the power of [http
A spell that draws upon the power of Veles, Slavic god of earth and water, to blend the two elements together and form a whirlpool anywhere... yes, you can make a whirlpool of dirt, rock, or trees with this spell, among other things.
with this spell, among other things. +
TitleVeles Whirl +