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Control Winds & your game world
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<blockquote data-quote="Brother MacLaren" data-source="post: 3349081" data-attributes="member: 15999"><p>The main check on the power is the possible wind speed increase -- 1 level per 3 caster levels. Note that the DMG has seven levels of wind power (the spell description omits the lowest levels), so to go from the lowest (0-10 mph) to tornado category requires an 18th-level caster. A lower-level caster could inflict this devastation on days that were naturally very windy.</p><p></p><p>Yes, tornado-strength winds are CONSIDERABLY more powerful than Storm of Vengeance against most opponents. (In a previous battle, at 17th level, Jerrin found SoV to be far better, because he had only hurricane-force winds available.) SoV does damage even on a made save (and has some no-save effects), but takes 1 full round to cast, only lasts as long as concentration, and has a smaller radius of effect. On the other hand, the save DC for Control Winds isn't very high -- Jerrin would save against his own spell on a 2 (DC 22, he has +20 Fort save). </p><p></p><p>Even though MarauderX has removed most teleport spells from his game, enemy casters could still use Rope Trick, Mord's Mansion, Otiluke's Resilient Sphere, Dim Door, Plane Shift, or Dispel Magic to escape or negate the effect. Or Shapechange into something too big to be sucked up into the funnel cloud. </p><p></p><p>The main defense against it on a city level is that characters of 11th level or higher are "LEGENDARY" as per the Legend Lore spell. They don't exist everywhere. They can raise the dead, summon demons or angels, and turn the mightiest hero into dust. You know about them and you stay on their good side or you hire heroes to take them down. That's true no matter what caster class we're talking about.</p><p></p><p>From non-core sources: there are a couple of "Lair Wards" in the Draconomicon, magic items that keep the weather in a 2-mile radius either nice or nasty. Casters attempting to change the weather in this area must succeed on opposed level checks. A similar item of higher level that *only* protects against magical weather alteration might be sensible for large towns. Or a spell like "Nature's Whim" that has a similar effect.</p></blockquote><p></p>
[QUOTE="Brother MacLaren, post: 3349081, member: 15999"] The main check on the power is the possible wind speed increase -- 1 level per 3 caster levels. Note that the DMG has seven levels of wind power (the spell description omits the lowest levels), so to go from the lowest (0-10 mph) to tornado category requires an 18th-level caster. A lower-level caster could inflict this devastation on days that were naturally very windy. Yes, tornado-strength winds are CONSIDERABLY more powerful than Storm of Vengeance against most opponents. (In a previous battle, at 17th level, Jerrin found SoV to be far better, because he had only hurricane-force winds available.) SoV does damage even on a made save (and has some no-save effects), but takes 1 full round to cast, only lasts as long as concentration, and has a smaller radius of effect. On the other hand, the save DC for Control Winds isn't very high -- Jerrin would save against his own spell on a 2 (DC 22, he has +20 Fort save). Even though MarauderX has removed most teleport spells from his game, enemy casters could still use Rope Trick, Mord's Mansion, Otiluke's Resilient Sphere, Dim Door, Plane Shift, or Dispel Magic to escape or negate the effect. Or Shapechange into something too big to be sucked up into the funnel cloud. The main defense against it on a city level is that characters of 11th level or higher are "LEGENDARY" as per the Legend Lore spell. They don't exist everywhere. They can raise the dead, summon demons or angels, and turn the mightiest hero into dust. You know about them and you stay on their good side or you hire heroes to take them down. That's true no matter what caster class we're talking about. From non-core sources: there are a couple of "Lair Wards" in the Draconomicon, magic items that keep the weather in a 2-mile radius either nice or nasty. Casters attempting to change the weather in this area must succeed on opposed level checks. A similar item of higher level that *only* protects against magical weather alteration might be sensible for large towns. Or a spell like "Nature's Whim" that has a similar effect. [/QUOTE]
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