Rune of Blizzard (3.5e Rune)

From D&D Wiki

Jump to: navigation, search
Rune of Blizzard
Evocation
Level: Major
Components: S, M
Casting time: One Minute
Range: Inscribed Surface
Target, or Effect: One Object (Any)
Duration: 1 Round per Level
Saving Throw: Yes (Fortitude Half, No Slow)
Spell Resistance: None
  • Language: Aquan
  • Prerequisite:13 Ranks in Knowledge (Nature) or Survival, Rune of Ice, Rune of Frost

You inscribe a specific rune in a surface mimicing the cold biting snowy winds of mountain passes, and when activated it creates a howling blast of frigid air in a manner similar to Gust of Wind (mean it is severe and at approximately 50mph winds).

A Tiny or smaller creature on the ground is knocked down and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or smaller creature is blown back 2d6×10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting.

Small creatures are knocked prone by the force of the wind, or if flying are blown back 1d6×10 feet.

Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6×5 feet.

Large or larger creatures may move normally within a gust of wind effect.

A gust of wind can’t move a creature beyond the limit of its range.

Any creature, regardless of size, takes a -4 penalty on ranged attacks and Listen checks in the area of a gust of wind.

The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights.

In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range. In addition, any creature that fails its save takes 1d6 points of cold damage (maximum 10d6) per two levels they posses, and move only at half speed for 1d4 minutes. A successful fortitude save halves the damage and as long as they are medium or larger, they are not effected by the harsh winds noted above.

This rune cannot be effected by Permanency. If it is the target of a mobile object, it stays with the object centered on it.


Back to Main Page3.5e HomebrewComplex Special Ability ComponentsSpells Runes

Home of user-generated,
homebrew pages!


Advertisements: