Dust Devil (3.5e Spell)

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Dust Devil
Technique
Level: Sandbender 5
Casting time: 1 round
Range: Long (100 feet + 10 feet per technician level)
Area: 20 ft. radius
Duration: 1 minute per technician level
Saving Throw: None
Spell Resistance: No

Technique Points Required: 9

Swirling your hands in a circular pattern, you stir the air far away into a fierce wind, adding your attuned sand to the winds to keep them going. It moves 20 ft. each round in a random direction. The tornado-like winds within this supernatural dust devil are strong enough to lift up some creatures and the sands tear at the skin of those caught within as well as help the winds pull creatures off the ground. Creatures that begin their round in the dust devil take 1d8 + 1 / 2 technician levels damage from the tearing sands if they are not already raised into the air by the wind. Also, all creatures within the dust devil have concealment (20% miss chance).

A medium creature in light armor who starts its turn in the dust devil has a 30% chance to be pulled up off of the ground 5 feet or caught out of the air each round. Once pulled into the air the creature cannot control its movement unless it has some form of flight. Also, the creature moves to the edge of the storm and circulates 10 feet around the edge. Each round the creature has another may raise higher, fall slightly, or be flung out of the storming winds.

Each round, roll 1d100 and check the tables below based on the creature's size and armor.

Table: Dust Devil Actions Based On Size and Armor
Armor Size
Small Medium Large
None Raise: 0-89 Fling: 90-99 Drop: Never Raise: 0-79 Fling: 80-94 Drop: 95+ Raise: 0-49 Fling: 50-74 Drop: 75+
Light Raise: 0-84 Fling: 85-94 Drop: 95+ Raise: 0-69 Fling: 70-89 Drop: 90+ Raise: 0-39 Fling: 40-59 Drop: 60+
Medium Raise: 0-74 Fling: 75-89 Drop: 90+ Raise: 0-49 Fling: 50-69 Drop: 70+ Raise: 0-19 Fling: 20-39 Drop: 40+
Heavy Raise: 0-54 Fling: 55-69 Drop: 70+ Raise: 0-9 Fling: 10-29 Drop: 30+ Raise: Never Fling: Never Drop: Always

Raise: The creature raises 10 feet up into the dust devil.

Fling: The creature is flung 20 feet out of the dust devil. They take falling damage plus 2d10 (from the 20 feet).

Drop: The creature drops 5 feet. Creatures that land on the ground due to this always land in the center of the dust devil.

Creatures that can fly may be able to break out of the storm once caught. Each round the creature attempts a Reflex save to regain control and move its flight speed. Good flight checks against your normal spell save DC, poor flight gets a -4 penalty to the check, perfect flight a +4 bonus to the check. Afterwords, the creature has the same chance to be caught in the storm once again.

By spending an additional 5 technique points and adding another 2 cubic feet of attuned sand you may increase the radius of the dust devil by 5 feet. This may be done any number of times. By spending an additional 5 technique points you may increase the damage the dust devil deals to 1d10 + 1 / technician level.

You may spend no more than twice your technician level in additional technique points on this technique.

Material Component: 8 cubic feet of Attuned Sand


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