Evocation [Electricity, Fire]
- Level
- Sorcerer/wizard 9
- Components
- V, S, M
- Casting Time
- 1 standard action
- Range
- Long (400 ft. + 40 ft./level)
- Effect
- Cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall
- Duration
- 1 round/level
- Saving Throw
- Reflex negates, Reflex half, and Fortitude negates (see text)
- Spell Resistance
- Yes
This spell creates a powerful cyclone of raging wind infused with the disruptive energy known as desert fire. The interior of the cyclone is a zone of burning air and sand, shot through with powerful bolts of lightning.
The cyclone moves through the air, along the ground, or over water at a speed of 60 feet per round. You can control the cyclone’s every movement or specify a simple program. Directing the cyclone’s movement or changing its programmed movement is a move action for you. The cyclone always moves during your turn. If the cyclone exceeds the spell’s range, it moves in a random, uncontrolled fashion for 1d3 rounds and then dissipates. (You can’t regain control of the cyclone, even if comes back within range.)
Any Large or smaller creature that comes in contact with the firestorm must succeed on a Reflex save or take 3d6 points of damage, plus 2d6 points each of fire and electricity damage. A Medium or smaller creature that fails its first save must succeed on a second one or be picked up bodily by the cyclone and held suspended in its powerful winds, taking 3d6 points of damage each round on your turn with no save allowed. You may direct the cyclone to eject any carried creatures whenever you wish, depositing them wherever the cyclone happens to be when they are released. Additionally, any creature that begins its turn in a square occupied by the firestorm takes 10d6 points of fire damage and 10d6 points of electricity damage. A Reflex save halves this damage.
Whenever any creature takes at least 1 point each of both fire and electricity damage from this spell in the same round, it must succeed at a Fortitude save or be stunned for one round.
Hurricane-force winds predominate within the firestorm. Listen checks are impossible, as are normal ranged weapon attacks; even siege weapons incur a −8 penalty on the attack roll. Spellcasting is difficult; a creature within the cyclone must make a Concentration check (DC equal to the save DC of desert firestorm plus the level of the spell being attempted) or fail to cast the spell.
Material Component
A shard of desert sand that’s been melted into glass.