Author Topic: Get tornadoes at level 9!  (Read 4881 times)

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PhaedrusXY

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Re: Get tornadoes at level 9!
« Reply #20 on: November 13, 2009, 03:10:55 PM »
The spell says you control the direction of the winds. And I see no reason why they couldn't get sucked right back in after they were ejected, if they cannot leave the area (it fills a sealed cavern, as you said).
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

minchazo

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Re: Get tornadoes at level 9!
« Reply #21 on: November 13, 2009, 04:43:03 PM »
From the weather section: http://www.d20srd.org/srd/weather.htm#tornado
Quote
Those who come in contact with the actual funnel cloud are picked up and whirled around for 1d10 rounds, taking 6d6 points of damage per round, before being violently expelled (falling damage may apply).
So it would be quite nasty... 6d6 per round for 1d10 rounds, then expelled and potentially taking falling damage.
Think Maximize could be argued to make that a guaranteed 10 rounds? While it's not a direct result of the spell, it might be arguable that the tornado created by a maximized control weather would still count. Any way to reduce the ridiculous shakiness of that argument?

If it's in an enclosed space, there's no reason to maximize it. I foresee the following:

  • Caster drops tornado onto poor fighter.
  • Fighter (since he's in the tornado, he's touching the funnel cloud) gets picked up
  • Fighter gets "violently expelled" from the cloud into the wall (since he can't actually leave the cloud, he's bull-rushed into the wall)
  • Repeat until fighter dies or has survived the 10 min/lvl casting time

What about a downdraft that plasters everyone against the walls, or a blast to throw them down the corridor/over the cliff/into the water...
« Last Edit: November 13, 2009, 04:46:30 PM by minchazo »

Alastar

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Re: Get tornadoes at level 9!
« Reply #22 on: November 13, 2009, 04:47:33 PM »
Not only fighters, pretty much EVERYONE is rapped in there.

Since you take 6d6 damage per round, that's a 21 damage average.

So the DC to cast a spell in there, whatever the spell, is 10+(6-36, avg 21)+spell level.  So, to be sure of casting your spell, you need a modifier of +20 to your concentration check, at level 9, this is quite rare :P

Not to mention, if oyu know who the casters are, ready actions vs spell and target them with ranged TOUCH attacks, those work :)

And then... rogue types just die faster....

minchazo

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Re: Get tornadoes at level 9!
« Reply #23 on: November 13, 2009, 07:31:18 PM »
Not only fighters, pretty much EVERYONE is rapped in there.

Since you take 6d6 damage per round, that's a 21 damage average.

So the DC to cast a spell in there, whatever the spell, is 10+(6-36, avg 21)+spell level.  So, to be sure of casting your spell, you need a modifier of +20 to your concentration check, at level 9, this is quite rare :P

Not to mention, if oyu know who the casters are, ready actions vs spell and target them with ranged TOUCH attacks, those work :)

And then... rogue types just die faster....

I like to pick on fighters  :D

But since you offered the mage, he'd have to make two saves if he tried to cast: One for the damage (like you mentioned), and one for being thrown around like a rag doll at DC 15+Druid Wis + Spell Level. Not as bad as the DC 20 +spell level you mentioned, but still it's a chance to fail. The triple whammy would be your readied action to blast them... again!