Difference between revisions of "Dust Devil (spell)"
Tao alexis (talk | contribs) |
|||
(4 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
− | |||
− | |||
{{Spelltable | {{Spelltable | ||
| name = Dust Devil | | name = Dust Devil | ||
Line 11: | Line 9: | ||
}} | }} | ||
− | Conjures a minor air elemental which can move up to six [[Combat Hex|hexes]] (30 ft.) per round at the | + | Conjures a minor [[Air Elemental|air elemental]] which can move up to six [[Combat Hex|hexes]] (30 ft.) per round at the cleric's behest. The dust devil appears as a whirlwind with a one hex wide circle and 15 ft. tall; it cannot lift itself off the ground. |
− | The dust devil can only be attacked by magical weapons and spells, and has effectively 9 hit points. It attacks as a [[ | + | The dust devil can only be attacked by magical weapons and spells, and has effectively 9 hit points. It [[Attacking in Combat|attacks]] as a 9 [[Hit Dice|hit dice]] creature; it is [[Armour Class|armour class]] 4. The devil, if it hits, causes 1-8 damage. |
The creature attacks as many creatures as are found in the space of one hex, which will also be its destination hex that round. A dust devil automatically disrupts spell casting for any person whom it passes through or attacks (regardless of success to hit). | The creature attacks as many creatures as are found in the space of one hex, which will also be its destination hex that round. A dust devil automatically disrupts spell casting for any person whom it passes through or attacks (regardless of success to hit). | ||
Line 21: | Line 19: | ||
The cleric must only expend 1 AP to move the dust devil, regardless of the distance the dust devil is moved. No actual concentration is necessary and the dust devil will continue to whirl and attack in a space if not moved. Attacked creatures who are not stunned are -4 to attack when harried by a dust devil, and must expend 2 AP to move away from the dust devil. | The cleric must only expend 1 AP to move the dust devil, regardless of the distance the dust devil is moved. No actual concentration is necessary and the dust devil will continue to whirl and attack in a space if not moved. Attacked creatures who are not stunned are -4 to attack when harried by a dust devil, and must expend 2 AP to move away from the dust devil. | ||
<br> | <br> | ||
+ | |||
+ | [[Category:Lacks Image]] |
Latest revision as of 22:00, 19 September 2021
Range | 30 ft. |
Duration | 1 round per level |
Area of Effect | special |
Casting Time | 1 round |
Saving Throw | none |
Level | cleric (2nd) |
Conjures a minor air elemental which can move up to six hexes (30 ft.) per round at the cleric's behest. The dust devil appears as a whirlwind with a one hex wide circle and 15 ft. tall; it cannot lift itself off the ground.
The dust devil can only be attacked by magical weapons and spells, and has effectively 9 hit points. It attacks as a 9 hit dice creature; it is armour class 4. The devil, if it hits, causes 1-8 damage.
The creature attacks as many creatures as are found in the space of one hex, which will also be its destination hex that round. A dust devil automatically disrupts spell casting for any person whom it passes through or attacks (regardless of success to hit).
Gaseous creatures cannot pass through a dust devil, and will be disoriented for 1-3 rounds after a devil has attacked them (though the devil will do no damage). A dust devil will cause obscurement or stinking cloud to swirl, but will not disperse either. A gust of wind will dissipate a dust devil.
The cleric must only expend 1 AP to move the dust devil, regardless of the distance the dust devil is moved. No actual concentration is necessary and the dust devil will continue to whirl and attack in a space if not moved. Attacked creatures who are not stunned are -4 to attack when harried by a dust devil, and must expend 2 AP to move away from the dust devil.