Friday, October 2, 2015

Firenado Spells

Chillicothe firenado. Photo by Janae Copelin/Barcroft USA
On May 3, 2014, a firenado whipping through Chillicothe, Missouri, became an Instagram sensation.  Then on May 15, 2014, the epic California drought helped spawn another firenado.  Firenadoes, a colloquialism for fire whirls, quickly became a part of the meteorological lexicon!

The events inspired a set of spells for the druid spell list.  The mechanics of call lightning and whirlwind helped the new firenado spells take shape.

FIRENADO, LESSER
School: evocation [air, fire]; Level: druid 2
CASTING
Casting Time: 1 standard action
Components: V, S
EFFECT
Range: close (25’ + 5’/2 levels)
Area: cylinder, 5’ radius, 30’ tall
Duration: 1 round/2 levels
Saving Throw: reflex half, then special reflex negates
Spell Resistance: yes
DESCRIPTION
A wildfire bursts forth from the ground, quickly superheating the air into a vortex of flame, high buffeting winds, burning embers, grit and debris.  Creatures within the area in the initial round are dealt 2d6 points of fire and bludgeoning damage (reflex half).  Medium-sized or smaller creatures must make a second reflex save or be lifted up bodily into the air and trapped in the vortex.  The firenado is stationary, remaining stable for several rounds.  On each subsequent round while the firenado remains, creatures take 1d6 damage on their turn (reflex half).  Creatures trapped can attempt to escape or attempt other actions, but must succeed on a concentration check (DC 15 + spell level) to cast a spell.  A trapped creature that can fly is allowed an additional reflex save each round to escape the vortex.

CALL FIRENADO
School: evocation [air, fire]; Level: druid 3
CASTING
Casting Time: 1 round
Components: V, S
EFFECT
Range: medium (100’ + 10/ level)
Area: cylinder, 5’ radius, 30’ tall
Duration: 1 minute/level
Saving Throw: reflex half, then special reflex negates
Spell Resistance: yes
DESCRIPTION
Immediately upon completion of the spell, and once per round thereafter, the caster may call up a lesser firenado.  You need not call one immediately; other actions, even spellcasting, can be performed first. Each round after the first you may use a standard action (concentrating on the spell) to call a lesser firenado.  You may call a total number of firenados equal to your caster level (maximum 10).  This spell functions indoors or underground but not underwater.  If you are outdoors and in an area plausible for wildfires (hot, dry conditions, dry scrub and grass, etc.), each lesser firenado doubles in damage and duration.

FIRENADO
School: evocation [air, fire]; Level: druid 4
CASTING
Casting Time: 1 standard action
Components: V, S
EFFECT
Range: medium (100’ + 10/ level)
Area: cylinder, 10’ radius, 60’ tall
Duration: 1 round/ level
Saving Throw: reflex half, then special reflex negates
Spell Resistance: yes
DESCRIPTION
A wildfire bursts forth from the ground, quickly superheating the air into a vortex of flame, high buffeting winds, burning embers, grit and debris.  Creatures within the area in the initial round are dealt fire and bludgeoning damage of 1d6/level to a maximum of 10d6 (reflex half).  Large-sized or smaller creatures must make a second reflex save or be lifted up bodily into the air and trapped in the vortex.  The firenado is stationary, remaining stable for several rounds.  On each subsequent round while the firenado remains, trapped creatures take 2d6 damage on their turn (reflex half).  Creatures trapped can attempt to escape or attempt other actions, but must succeed on a concentration check (DC 15 + spell level) to cast a spell.  A trapped creature that can fly is allowed an additional reflex save each round to escape the vortex.

FIRENADO, MASS
School: evocation [air, fire]; Level: druid 6
CASTING
Casting Time: 1 standard action
Components: V, S
EFFECT
Range: long (400’ + 40/ level)
Area: cylinders, see below
Duration: see below
Saving Throw: reflex half, then special reflex negates
Spell Resistance: yes
DESCRIPTION
Multiple wildfires burst forth from the ground, quickly superheating the air into vortices of flame, high buffeting winds, burning embers, grit and debris.  One firenado, and an additional number of lesser firenados equal to 1 for every 2 caster levels (maximum 10) are formed.

FIRENADO, GREATER
School: evocation [air, fire]; Level: druid 9
CASTING
Casting Time: 1 standard action
Components: V, S
EFFECT
Range: long (400’ + 40/ level)
Area: cylinder, 15’ radius, 90’ tall
Duration: 1 round/ level
Saving Throw: reflex half, then special reflex negates
Spell Resistance: yes
DESCRIPTION
A wildfire bursts forth from the ground, quickly superheating the air into a vortex of flame, high buffeting winds, burning embers, grit and debris.  Creatures within the area in the initial round are dealt fire and bludgeoning damage of 1d6/level to a maximum of 20d6 (reflex half).  Large-sized or smaller creatures must make a second reflex save or be lifted up bodily into the air and trapped in the vortex.  On each subsequent round while the firenado remains, trapped creatures take 2d6 damage on their turn (reflex half).  The hapless souls sucked up into the vortex (including flying creatures) are unable to extricate themselves and are at the mercy of the firenado, released at the caster’s choosing, or deposited wherever the firenado happens to be when the duration ends.  Because of the strong winds, actions attempted by trapped creatures are penalized:  -4 penalty to attack rolls, -4 penalty to dex-related checks, and must succeed on a concentration check (DC 15 + spell level) to cast a spell.

The firenado can move along the ground (but not over water) at a speed of 60’/round. The caster can concentrate on controlling the firenado's every movement or specify a simple route.  Directing the firenado's movement or changing its programmed route is a standard action. The firenado always moves during your turn. If the firenado 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 firenado, even if it comes back within range.)  You may direct the firenado to eject any carried creatures whenever you wish.

Extending an additional 15’ around the base of the firenado is a swirling cloud of debris and burning embers (total of a 30’ radius).  The cloud obscures all vision along the ground, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of burning debris must succeed on a reflex save or catch on fire, taking 2d6 points of fire damage each round until the flames are extinguished.  Also, those within the cloud of debris must succeed on a concentration check (DC 15 + spell level) to cast a spell.

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