WhirlwindSpell 8
Source Pathfinder Secrets of Magic
Traditions Primal
Cast (material, somatic, verbal)
Area 15-foot burst
Range 500 feet
Duration sustained up to 1 minute
Saving Throw Reflex
Area 15-foot radius, 80-foot-tall cylinder
Powerful winds coalesce into a devastating tornado. You can Cast this Spell only if you are outside or the ceiling is 80 feet or higher. All squares in the whirlwind are difficult terrain.
All creatures in the area take 5d10 bludgeoning damage as powerful winds and debris buffet them, with a Reflex save. Each time you Sustain the Spell, you can move the whirlwind up to 30 feet in a straight line. Each creature the whirlwind moves through takes the damage, also with a Reflex save. A creature can be affected by a whirlwind only once per round.
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and rises 10 feet into the air. If it doesn't have a fly Speed, the creature gains one equal to its Speed until it either reaches the ground or ceases to be in the whirlwind's area, potentially falling when the spell ends or when it leaves the area.
Critical Failure As failure, except the creature takes double damage and rises 20 feet into the air.
Heightened (+1) Increase the bludgeoning damage by 1d10.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
EvocationEffects and magic items with this trait are associated with the evocation school of magic, typically involving energy and elemental forces.
AirEffects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a magical connection to that element.