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Leif's Questing Knights, Veluna, Greyhawk - L10 Pfdr Rpg [IC 01] [Full]
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<blockquote data-quote="Scotley" data-source="post: 6160707" data-attributes="member: 11520"><p>Hopeful that 80' of altitude will keep him out of reach of the worm, Yurei begins an incantation and gestures which quickly produce the magical result he desires. He ends by tossing a handful of fine sand into the air over the worm. A column of furnace hot air roars down from 60' up to sear the worm (20' radius centered at AF30).</p><p></p><p>[sblock=OOC]</p><p><a href="http://invisiblecastle.com/roller/view/4141737/" target="_blank">Damage (4d6+9=23)</a> and must make a DC19 Fort save for half damage and to avoid being knocked prone (which probably doesn't really hinder a worm I'm thinking). He is also Fatigued and the damage is ongoing for the next 9 rounds unless the worm moves out of the area of effect.</p><p></p><p>A blast of furnace-hot wind blasts downward, inflicting 4d6 fire damage +1 point per caster level to all creatures in the area and knocking them prone. A successful Fortitude save halves the fire damage and negates being knocked prone. Flying creatures forced into the ground by the powerful downdraft take damage as if they fell unless they make a DC 15 Fly check, in which case they remain at their original altitude.</p><p></p><p>Any creature that takes damage from a sirocco becomes fatigued (or exhausted, if already fatigued, such as from a previous round of exposure to a sirocco spell). Creatures with the water subtype take a -4 penalty on all saving throws against this spell and take double normal damage.</p><p></p><p>A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.[/sblock]</p></blockquote><p></p>
[QUOTE="Scotley, post: 6160707, member: 11520"] Hopeful that 80' of altitude will keep him out of reach of the worm, Yurei begins an incantation and gestures which quickly produce the magical result he desires. He ends by tossing a handful of fine sand into the air over the worm. A column of furnace hot air roars down from 60' up to sear the worm (20' radius centered at AF30). [sblock=OOC] [url=http://invisiblecastle.com/roller/view/4141737/]Damage (4d6+9=23)[/url] and must make a DC19 Fort save for half damage and to avoid being knocked prone (which probably doesn't really hinder a worm I'm thinking). He is also Fatigued and the damage is ongoing for the next 9 rounds unless the worm moves out of the area of effect. A blast of furnace-hot wind blasts downward, inflicting 4d6 fire damage +1 point per caster level to all creatures in the area and knocking them prone. A successful Fortitude save halves the fire damage and negates being knocked prone. Flying creatures forced into the ground by the powerful downdraft take damage as if they fell unless they make a DC 15 Fly check, in which case they remain at their original altitude. Any creature that takes damage from a sirocco becomes fatigued (or exhausted, if already fatigued, such as from a previous round of exposure to a sirocco spell). Creatures with the water subtype take a -4 penalty on all saving throws against this spell and take double normal damage. A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.[/sblock] [/QUOTE]
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Leif's Questing Knights, Veluna, Greyhawk - L10 Pfdr Rpg [IC 01] [Full]
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