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Substituting a spell
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<blockquote data-quote="Greenfield" data-source="post: 5830751" data-attributes="member: 6669384"><p><em>Sandstorm</em> is sort of an enhancement to the 5th level Druid spell <em>Control Winds</em>, adding the sand blast damage, the visual obscurement, etc.</p><p></p><p><em>Trandmute Rock to Mud</em> works perfectly to destroy any building made of stone that isn't worked, which translates to almost no buildings of any sort.</p><p></p><p><em>Cloudkill</em> absolutely slaughters anything of 3 HD or less, and might kill things of 4 to 6 HD, and that has a movement rate slower than 10 feet per round. (Otherwise they just walk out of the way). But it's area is a massive 20 foot spread cylinder, 20 ft high, with a Medium range. Actually less destructive than a <em>Fireball</em> in many ways.</p><p></p><p><em>Summon Swarm</em> doesn't live up to it's Biblical reputation either, doing a paltry 2 D6 of damage in a 10 foot area. </p><p></p><p><em>Insect Plague</em> is even less Biblical, summoning one Locust Swarm (10 foot area) per three caster levels to a maximum of 6 Swarms that must be summoned adjacent/contiguous with one another, and that won't move after being summoned. At least <em>Summon Swarm</em> moves around a bit, instead of just sitting there like a lump.</p><p></p><p>And the last time I looked, DR didn't apply to spell damage.</p><p></p><p>So Fast Heal will help. Since spell damage isn't converted to non-lethal by Regenerating creatures, I'm not sure Regen will help all that much. </p><p></p><p>The ability to leave the area, such as by burrowing or teleporting is indeed a good protection. Teleport, however, has a Verbal component, which may be impossible to utter in the hurricane force winds the <em>Sandstorm</em> summons. I'd have to look at the spell again to be sure.</p><p></p><p>The spell is a pain to dig into though, since you have to apply wind effects which are referred to but not enumerated in the spell.</p><p></p><p>The sucky thing about the <em>Sandstorm</em> spell is the combination of it's range and its radius, and the rules for tornado type effects. The range, you see, is 40 feet per level. So is the radius, which means that the caster is always at the very edge of the effect. The rules for Hurricane effects, presuming that you choose rotation as the form, is that creatures near the edge may be sucked in. That would include the caster. <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=":)" /></p><p></p><p>Hell, sometimes, if you want to smite a city, you gotta pay the price. <sigh> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p><EDIT>Upon further review I stand corrected with regards to Regeneration. Regen does apply to all damage except for that done with the specific damage type (usually fire or acid). Mea culpa </EDIT></p></blockquote><p></p>
[QUOTE="Greenfield, post: 5830751, member: 6669384"] [I]Sandstorm[/I] is sort of an enhancement to the 5th level Druid spell [I]Control Winds[/I], adding the sand blast damage, the visual obscurement, etc. [I]Trandmute Rock to Mud[/I] works perfectly to destroy any building made of stone that isn't worked, which translates to almost no buildings of any sort. [I]Cloudkill[/I] absolutely slaughters anything of 3 HD or less, and might kill things of 4 to 6 HD, and that has a movement rate slower than 10 feet per round. (Otherwise they just walk out of the way). But it's area is a massive 20 foot spread cylinder, 20 ft high, with a Medium range. Actually less destructive than a [I]Fireball[/I] in many ways. [I]Summon Swarm[/I] doesn't live up to it's Biblical reputation either, doing a paltry 2 D6 of damage in a 10 foot area. [I]Insect Plague[/I] is even less Biblical, summoning one Locust Swarm (10 foot area) per three caster levels to a maximum of 6 Swarms that must be summoned adjacent/contiguous with one another, and that won't move after being summoned. At least [I]Summon Swarm[/I] moves around a bit, instead of just sitting there like a lump. And the last time I looked, DR didn't apply to spell damage. So Fast Heal will help. Since spell damage isn't converted to non-lethal by Regenerating creatures, I'm not sure Regen will help all that much. The ability to leave the area, such as by burrowing or teleporting is indeed a good protection. Teleport, however, has a Verbal component, which may be impossible to utter in the hurricane force winds the [I]Sandstorm[/I] summons. I'd have to look at the spell again to be sure. The spell is a pain to dig into though, since you have to apply wind effects which are referred to but not enumerated in the spell. The sucky thing about the [I]Sandstorm[/I] spell is the combination of it's range and its radius, and the rules for tornado type effects. The range, you see, is 40 feet per level. So is the radius, which means that the caster is always at the very edge of the effect. The rules for Hurricane effects, presuming that you choose rotation as the form, is that creatures near the edge may be sucked in. That would include the caster. :) Hell, sometimes, if you want to smite a city, you gotta pay the price. <sigh> :( <EDIT>Upon further review I stand corrected with regards to Regeneration. Regen does apply to all damage except for that done with the specific damage type (usually fire or acid). Mea culpa </EDIT> [/QUOTE]
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