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True Sorcery: Air Lore & Controlling Tornadoes Created Thereby...
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<blockquote data-quote="Pbartender" data-source="post: 3492058" data-attributes="member: 7533"><p>(I'm cross-posting this here from the Green Ronin boards, in case someone here has additional insight...)</p><p></p><p>In <em>True Sorcery</em>, one of the options for the Air Lore talent is to create a tornado. It sucks people up, deals a lot of damage, and the Raging Wind example in the book lasts for 1d10+5 rounds.</p><p></p><p>It also states:</p><p></p><p></p><p></p><p>That's 50 squares every round. Youch. A lot of potential for destruction there, for the DC of the spell.</p><p></p><p>So the question is: How do you determine where the tornado moves every round? The book doesn't really clarify, and putting complete control in the hands of the caster seems a bit much.</p></blockquote><p></p>
[QUOTE="Pbartender, post: 3492058, member: 7533"] (I'm cross-posting this here from the Green Ronin boards, in case someone here has additional insight...) In [i]True Sorcery[/i], one of the options for the Air Lore talent is to create a tornado. It sucks people up, deals a lot of damage, and the Raging Wind example in the book lasts for 1d10+5 rounds. It also states: That's 50 squares every round. Youch. A lot of potential for destruction there, for the DC of the spell. So the question is: How do you determine where the tornado moves every round? The book doesn't really clarify, and putting complete control in the hands of the caster seems a bit much. [/QUOTE]
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True Sorcery: Air Lore & Controlling Tornadoes Created Thereby...
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