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<blockquote data-quote="Greenfield" data-source="post: 5769694" data-attributes="member: 6669384"><p>You're almost kinda sorta right, in a way.</p><p></p><p>The spell is Sandstorm. As written it allows you to change the speed of prevailing winds by one category per three caster levels.</p><p></p><p>There are only four categories listed in the spell, so presuming that the prevailing wind falls into some category to begin with, a 9th level caster could take the wind speed from zero to 175 mph Tornado, the highest rating. The minimum caster level for the spell would be 11th, so in essence the spell gives absolute control over wind speed, as a minimum.</p><p></p><p>The radius is 40 ft per caster level, so at the minimum level to cast the spell you have an area 880 across (I looked in the backs of all the books, but I can't seem to find the 880 foot diameter area template. Can you help me out? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ). In addition to the basic wind effect, the spell does continuous damage to anything exposed. At that wind speed, it uproots trees and destroys any structure that isn't fortified, so "exposed" pretty much describes every living thing after the first round. </p><p></p><p>The ongoing damage isn't huge, just a dice per round, but the spell causes visual obscurement, makes verbal communication impossible in the area, and puts a huge penalty on even knowing which direction to go in to escape the area. Oh, and it makes movement by anything less than Collossal in size pretty much impossible, so you might be blown around in circles for a few hours, but actually escaping the area isn't actually possible, short of a Teleport effect.</p><p></p><p>Duration is 10 minutes per level, so one dice of damage per round, ten rounds per minute, ten minutes per caster level, 11th level minimum to throw it, means 1,100 dice of damage. Minimum.</p><p></p><p>Cities wiped, huge chunks of a battlefield slain, damage and destruction on a scale that can only be called epic. (In that I know of no non-Epic spell that can match it for sheer destructive power.)</p><p></p><p>Note that, while the winds alone won't do in a castle or other fortified structure, over a thousand dice of damage will probably cancel your security deposit.</p><p></p><p>Seems like huge overkill for the spell level.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 5769694, member: 6669384"] You're almost kinda sorta right, in a way. The spell is Sandstorm. As written it allows you to change the speed of prevailing winds by one category per three caster levels. There are only four categories listed in the spell, so presuming that the prevailing wind falls into some category to begin with, a 9th level caster could take the wind speed from zero to 175 mph Tornado, the highest rating. The minimum caster level for the spell would be 11th, so in essence the spell gives absolute control over wind speed, as a minimum. The radius is 40 ft per caster level, so at the minimum level to cast the spell you have an area 880 across (I looked in the backs of all the books, but I can't seem to find the 880 foot diameter area template. Can you help me out? :) ). In addition to the basic wind effect, the spell does continuous damage to anything exposed. At that wind speed, it uproots trees and destroys any structure that isn't fortified, so "exposed" pretty much describes every living thing after the first round. The ongoing damage isn't huge, just a dice per round, but the spell causes visual obscurement, makes verbal communication impossible in the area, and puts a huge penalty on even knowing which direction to go in to escape the area. Oh, and it makes movement by anything less than Collossal in size pretty much impossible, so you might be blown around in circles for a few hours, but actually escaping the area isn't actually possible, short of a Teleport effect. Duration is 10 minutes per level, so one dice of damage per round, ten rounds per minute, ten minutes per caster level, 11th level minimum to throw it, means 1,100 dice of damage. Minimum. Cities wiped, huge chunks of a battlefield slain, damage and destruction on a scale that can only be called epic. (In that I know of no non-Epic spell that can match it for sheer destructive power.) Note that, while the winds alone won't do in a castle or other fortified structure, over a thousand dice of damage will probably cancel your security deposit. Seems like huge overkill for the spell level. [/QUOTE]
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