Blistering Squall Of Evil

Curse
850 XP

MP Cost: 60
Threshold: 5
Components: V, S, F
Casting Time: One hour
Range: Touch
Area: 10 ft. radius circle per scholar or witch level
Duration: Discharge, + one minute per scholar or witch level
Saving Throw: See below
Prerequisites: Ill-fortune, warding
Magic Attack Roll: Sets DC for target’s saving throws

This spell is used to guard certain artifacts or areas. If anyone sets foot inside a preordained circle or opens a cursed book or box, great winds shoot from the center, a frigid gale of evil from the frigid gulfs of cosmic blackness between the stars. The wind blows at approximately 160 miles per hour, a hurricane force wind. Perception checks are impossible, all characters can hear is the roaring of the wind. All fires are extinguished.

Characters in the wind must make two seperate Fortitude saving throws. First, they make a Fortitude save every round or be knocked prone and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. If that save is made, then the character can move against the wind at half speed.

The second Fortitude save is due to the wind itself - it is extremely cold, colder than the arctic gales from the south that blow into the forbidden reaches of The High Places. It draws heat out of a person. If the second saving throw is failed, the characters in the area of effect start to freeze stiff as ice forms around their bodies. Characters take 2d6 points of cold damage per round until they leave the area or end the spell. A successful save halves the damage and permits three-quarters movement.

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