Difference between revisions of "Dust Devil (spell)"

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Conjures a minor 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.
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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 [[THAC0|9 HD creature]]; it is [[Armour Class|armour class]] 4. The devil, if it hits, causes 1-8 damage.
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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).
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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.
 
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Latest revision as of 22:00, 19 September 2021

Dust Devil
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.