Difference between revisions of "Dust Devil (spell)"
Tao alexis (talk | contribs) |
|||
| (3 intermediate revisions by 2 users not shown) | |||
| Line 12: | Line 12: | ||
}} | }} | ||
__TOC__ | __TOC__ | ||
| − | The dust devil remains bound to the ground and cannot lift itself into the air, though it can ascend slopes, ramps or cliffs as terrain allows. The caster may direct it to move up to six hexes per round (30 feet), spending 1 [[Action Points|AP]] to do so. Unlike some summoned effects, the dust devil does not require [[Spellcasting|concentration]] to maintain. If left without direction, it will remain in place, whirling chaotically, automatically attack any random creature that moves within one hex of its position. | + | The dust devil remains bound to the ground and cannot lift itself into the air, though it can ascend slopes, ramps or cliffs as terrain allows. The dust devil also cannot move further than 30 feet from the caster. The caster may direct it to move up to six hexes per round (30 feet), spending 1 [[Action Points|AP]] to do so. Unlike some summoned effects, the dust devil does not require [[Spellcasting|concentration]] to maintain. If left without direction, it will remain in place, whirling chaotically, automatically attack any random creature that moves within one hex of its position. The dust devil cannot be moved into more than one occupied hex per round, and if does enter an occupied hex, it can't be moved further that round. |
| − | The | + | The devil possesses an [[Armour Class|armour class]] of 4, making it somewhat resistant to direct attacks. However, it is immune to normal weapons and can only be damaged by [[Magic to Hit|magic weapons]] or spells. Regardless of the source, it can withstand only 9 [[Hit Points|points]] of damage before it is entirely dispersed, vanishing harmlessly into the air. |
| − | The vortex automatically disrupts spellcasting for any creature within one combat hex; at the same distance, gaseous creatures are disrupted and become disoriented for 1 to 3 rounds, after which they are free to move away from the vortex at will. Such creatures cannot pass through the dust devil. The swirling winds interact with other magical effects, causing obscurement or a [[Stinking Cloud (spell)|stinking cloud]] to shift unpredictably within its area but without fully dispersing them. A [[Gust of Wind (spell)|gust of wind]] can be used to dispel a dust devil, ending its effect. | + | The vortex automatically disrupts spellcasting for any creature within one combat hex; at the same distance, gaseous creatures are disrupted and become disoriented for 1 to 3 rounds, after which they are free to move away from the vortex at will. Such creatures cannot pass through the dust devil. The swirling winds interact with other magical effects, causing [[Obscurement (spell)|obscurement]] or a [[Stinking Cloud (spell)|stinking cloud]] to shift unpredictably within its area but without fully dispersing them. A [[Gust of Wind (spell)|gust of wind]] can be used to dispel a dust devil, ending its effect. |
[[Category: Clerical Spells]][[Category: Reviewed]] | [[Category: Clerical Spells]][[Category: Reviewed]] | ||
Latest revision as of 23:54, 7 April 2026
Dust Devil is a spell that conjures a swirling, animated vortex of dust, dirt and debris, occupying a single combat hex and rising approximately 15 feet into the air. Within its churning mass, vision is obscured, making it difficult for creatures to see through or inside. The vortex moves at the caster's command, impeding movement through it's hex and forcing opponents to react to its presence. If directed to attack, the dust devil inflicts 1d8 damage upon any creature in its path, striking automatically without the need for a to hit roll.
| Range | 30 ft. |
| Duration | 1 round per level |
| Area of Effect | special |
| Casting Time | 1 round |
| Saving Throw | none |
| Level | cleric (2nd) |
The dust devil remains bound to the ground and cannot lift itself into the air, though it can ascend slopes, ramps or cliffs as terrain allows. The dust devil also cannot move further than 30 feet from the caster. The caster may direct it to move up to six hexes per round (30 feet), spending 1 AP to do so. Unlike some summoned effects, the dust devil does not require concentration to maintain. If left without direction, it will remain in place, whirling chaotically, automatically attack any random creature that moves within one hex of its position. The dust devil cannot be moved into more than one occupied hex per round, and if does enter an occupied hex, it can't be moved further that round.
The devil possesses an armour class of 4, making it somewhat resistant to direct attacks. However, it is immune to normal weapons and can only be damaged by magic weapons or spells. Regardless of the source, it can withstand only 9 points of damage before it is entirely dispersed, vanishing harmlessly into the air.
The vortex automatically disrupts spellcasting for any creature within one combat hex; at the same distance, gaseous creatures are disrupted and become disoriented for 1 to 3 rounds, after which they are free to move away from the vortex at will. Such creatures cannot pass through the dust devil. The swirling winds interact with other magical effects, causing obscurement or a stinking cloud to shift unpredictably within its area but without fully dispersing them. A gust of wind can be used to dispel a dust devil, ending its effect.
