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Gust of Wind
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<blockquote data-quote="reapersaurus" data-source="post: 245897" data-attributes="member: 1194"><p>hmm... i wonder what happened to my post that just got lost....?</p><p></p><p>Well.</p><p></p><p>Problems with Gust of Wind:</p><p>Against large creatures, it does nothing. Large creatures seem to be the most likely type that adventurers encounter.</p><p>Against medium ones, IF they miss their save (a paltry DC 15 Fort save), they can't advance.</p><p>But they can do everything else.</p><p>It doesn't make them lose an action, cause damage, or prevent spellcasting or special attacks in the slightest.</p><p></p><p>Against tiny creatures, why wouldn't you just fireball the little critters or something?</p><p>Compare this ridiculously overpriced item to Knockback (MoF, +3 enchantment):</p><p>taget must succeed at Fort save DC19 or be knocked BACK 10 feet (much more chance for interesting fun there).</p><p>If the save fails, another save is required DC19 or stunned for 1 round.</p><p></p><p>And I personally think that +3 is kinda steep for that enchantment, but compared to this 60000 gp ring, it's a major artifact.</p><p></p><p>Oh - I almost forgot.</p><p>Gust of Wind lasts one round, and only has a 10' wide by 10' high effect.</p><p>So even if they miss their paltry save, all they have to do to almost completely ignore the effects of the spell is <em>move 10' to the side</em>.</p></blockquote><p></p>
[QUOTE="reapersaurus, post: 245897, member: 1194"] hmm... i wonder what happened to my post that just got lost....? Well. Problems with Gust of Wind: Against large creatures, it does nothing. Large creatures seem to be the most likely type that adventurers encounter. Against medium ones, IF they miss their save (a paltry DC 15 Fort save), they can't advance. But they can do everything else. It doesn't make them lose an action, cause damage, or prevent spellcasting or special attacks in the slightest. Against tiny creatures, why wouldn't you just fireball the little critters or something? Compare this ridiculously overpriced item to Knockback (MoF, +3 enchantment): taget must succeed at Fort save DC19 or be knocked BACK 10 feet (much more chance for interesting fun there). If the save fails, another save is required DC19 or stunned for 1 round. And I personally think that +3 is kinda steep for that enchantment, but compared to this 60000 gp ring, it's a major artifact. Oh - I almost forgot. Gust of Wind lasts one round, and only has a 10' wide by 10' high effect. So even if they miss their paltry save, all they have to do to almost completely ignore the effects of the spell is [i]move 10' to the side[/i]. [/QUOTE]
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