Shazartharax Quick Reference+Cast Spell+9th Level
School evocation [force]; Level psychic 9
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Area 40-ft.-radius burst centered on youDuration instantaneous
Saving Throw Fortitude partial (see text); Spell Resistance yes
DESCRIPTION
You generate a storm of telekinetic energy that emanates from you, ripping through the spell’s area of effect with devastating force. Any creature caught in the spell’s radius takes 1d6 points of damage per caster level (maximum 20d6) and is dazed and stunned for 1 round. A successful Fortitude save reduces the damage by half and negates the dazed and stunned effects.
The telekinetic storm damages objects in the area. If the damage caused to an interposing barrier shatters or breaks through it, the telekinetic storm continues beyond the barrier if the spell’s area permits; otherwise, it stops at the barrier just as any other spell effect does.
You can designate any number of creatures to be immune to the spell’s effect, though you must be capable of targeting those creatures.
School conjuration (summoning); Level cleric/oracle 9, druid 9, shaman 9, witch 9; Domain nobility 9, weather 9; Subdomain cloud 9
CASTING
Casting Time 1 round
Components V, S
EFFECT
Range long (400 ft. + 40 ft./level)
Effect 360-ft.-radius storm cloud
Duration concentration (maximum 10 rounds) (D)
Saving Throw see text; Spell Resistance yes
DESCRIPTION
You create a huge black storm cloud in the air. Each creature under the cloud must succeed on a Fortitude save or be deafened for 1d4 x 10 minutes. Each round you continue to concentrate, the spell generates additional effects as noted below. Each effect occurs on your turn.
2nd Round: Acid rains down in the area, dealing 1d6 points of acid damage (no save).
3rd Round: You call six bolts of lightning down from the cloud. You decide where the bolts strike. No two bolts may be directed at the same target. Each bolt deals 10d6 points of electricity damage. A creature struck can attempt a Reflex save for half damage.
4th Round: Hailstones rain down in the area, dealing 5d6 points of bludgeoning damage (no save).
5th through 10th Rounds: Violent rain and wind gusts reduce visibility. The rain obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Speed is reduced by three-quarters.
Ranged attacks within the area of the storm are impossible. Spells cast within the area are disrupted unless the caster succeeds on a Concentration check against a DC equal to the storm of vengeance‘s save DC + the level of the spell the caster is trying to cast.
Evocation [Air]
Level: Druid 9, Weather (CD) 9,
Components: V , S ,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 20-ft.-radius tornado, up to 5 ft./caster level tall, centered anywhere within range
Duration: 1 round/level
Saving Throw: Fortitude partial
Spell Resistance: Yes
This spell creates a tornado that wreaks destruction as you direct, flinging your foes into the air and destroying nearby structures.
The greater whirlwind affects creatures differently, depending on their size and where they are in relation to the twister.
Near the Tornado: Large or smaller creatures who start their turn within 60 feet of the center of the greater whirlwind must succeed on a Fortitude save or be dragged 1d4×10 feet toward the center of the twister, taking 1d4 points of nonlethal damage per 10 feet dragged.
Huge creatures within 40 feet of the twister must succeed on a Fortitude save or be knocked prone. Gargantuan and Colossal creatures within 40 feet of the twister must succeed on a Fortitude save before moving away from the twister.
Flying creatures of size Huge or smaller that fail their Fortitude saves are sucked to the center of the twister, taking 2d6 points of damage from the battering and buffeting. Gargantuan flying creatures must succeed on a Fortitude save or be pulled 1d6×10 feet toward the center of the twister. Colossal flyers must likewise make Fortitude saves or be pulled 1d6×5 feet toward the twister's center.
Inside the Tornado: Creatures who start their turn inside the tornado take 6d6 points of damage for each of the 1d10 rounds they remain inside it (roll separately for each creature). Creatures inside the tornado can't do much; attacks, spellcasting, and movement are impossible within an greater whirlwind. When the greater whirlwind expels a creature, it reappears 4d6×5 feet away from the twister's center in a random direction, and 4d6×5 feet off the ground (immediately falling if it can't fly).
Terrain and Structures: The tornado uproots trees and other vegetation automatically, and it leaves a trail of dense rubble (as described on page 90 of the Dungeon Master's Guide) wherever it goes. Structures within a greater whirlwind take 2d6×10 points of damage per round. In a round or two, that is sufficient to destroy any building made of materials less sturdy than reinforced masonry.
No ranged attacks can pass through the twister. The greater whirlwind extinguishes all flames it touches. Listen checks are impossible within a greater whirlwind.
The greater whirlwind remains stationary unless you direct it elsewhere as a move action. It moves up to 60 feet per round.
Conjuration (Creation) [Air]
Level: Druid 9, Sorcerer 9, Wizard 9,
Components: V , S ,
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (40-ft. radius, 60 ft. high)
Duration: 3 rounds (D)
Saving Throw: None
Spell Resistance: No
A cylinder of roiling clouds appears, shot through with punishing winds and sheets of lightning.
This spell creates an enormous mass of dark clouds that provide concealment as fog cloud. Powerful and contrary currents of wind inside the cylinder have the effect of a wind wall spell. Movement within the cylinder is hampered; entering an affected square costs 2 squares of movement. You can see and move normally within your own towering thunderhead spell (though your ranged attacks are hindered as much as anyone else's).
Any sonic or electricity spell of 7th level or lower cast by a creature within a towering thunderhead is automatically empowered (as if affected by the Empower Spell feat, but with no adjustment to the spell's level or casting time). Spells already affected by Empower Spell don't gain this benefit.