Sparks begin to flicker into existence in the air, slowly orbiting a central spot you choose within range & sight. These sparks both increase in speed and intensity, until suddenly a swirling storm of fire erupts.
A spinning storm, made up of tongues of bright roaring flame, appears in a location you choose within range. The area of the storm is a cylinder 10ft tall and 25ft diameter.
Each creature in the area or in contact with the area as the spell combusts must make a Dexterity saving throw. It takes 4d10 fire damage on a failed save, or half as much damage on a successful one.
This fiery storm takes on a life of its own, and the flaming whirlwind remains in play for 4 rounds as it dies down. Each round that any creature remains in the storm (at the end of their turn), or enters into the storm, it takes damage, with -1d10 damage for each round the storm has been in play. When the storm reaches 0d10 damage, the storm dissipates.
The fire damages objects in the area and ignites flammable objects that aren't being worn or carried.
If you choose, you may attempt to cast this spell using a level 1 spell slot.
If you do, roll a d100
|
D100 |
Result |
|
1-5 |
Miscast: The caster loses control of the magical energy being drawn. The spell backfires upon the caster. This spell casts as normal, but the wizard becomes the centre of the vortex. The caster, and any creature in range, are affected by the spell as normal. |
|
6-25 |
Small swirling sparks flicker into existence momentarily, but then dissipate. The spell does not cast. The spell slot is still used up as normal. |
|
26-50 |
The storm materializes, but at a much lower potency. The spell deals 210 damage, has a 15ft diameter, and remains in play 2 rounds. |
|
51-75 |
The storm materializes, but at a slightly lower potency. The spell deals 310 damage, has a 15ft diameter and remains in play 3 rounds. |
|
75-90 |
The spell casts as normal. |
|
91-95 |
The caster loses control of the magical energy being drawn. Something goes horribly wrong (or right?). The spell is cast, but deals 6d10 damage, and remains in play 6 rounds. |
|
96-100 |
The caster loses control of the magical energy being drawn. Something goes horribly wrong. The spell is cast, but deals 5d10 damage, and remains in play 5 rounds. Each round, rather than decreasing by -1d10, it increases by 1d10 damage. At the end of the 4 round, the storm seems to turn inward on itself, shrinking to a 15ft diameter sphere. At the end of the 5 round, rather than dissipating, it explodes, Each creature within a 90ft radius must take a DC12 constitution saving throw. Each creature takes 2d10 thunder damage on a failed save, or half as much damage on a successful one. |
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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3/30/2022 6:28:21 AM
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4
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1
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1
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Coming Soon
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