Mythic Whirlwind Mythic
Evocation
Available to
- Casting Time
- 1 standard actionMost spells take 1 standard action; others list 1 round, 1 minute, or more, or use a swift or immediate action.Full rule on Archives of Nethys ↗
- Components
- V, S, DFV (Verbal): A spoken incantation; you must be able to speak in a strong voice. A silence effect or a gag spoils it, and being deafened risks failure.S (Somatic): A precise movement of the hand; you must have at least one hand free to perform it.DF (Divine Focus): An item of spiritual significance — e.g. a holy symbol appropriate to your faith, or a druid's or ranger's sprig of holly.Full rule on Archives of Nethys ↗
- Range
- long (400 ft. + 40 ft./level)How far the spell reaches. Close = 25 ft + 5 ft/2 levels; Medium = 100 ft + 10 ft/level; Long = 400 ft + 40 ft/level. Personal = yourself; Touch = a creature or object you touch.Full rule on Archives of Nethys ↗
- Effect
- cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tallHow the spell is aimed: a Target (specific creatures or objects), an Effect it creates (e.g. a wall or a summoned creature), or an Area shape (burst, cone, line, and so on). Some areas are shapeable. "Target or Area" means the spell uses either, at your choice.Full rule on Archives of Nethys ↗
- Duration
- 1 round/level (D)How long it lasts. Instantaneous resolves at once; Concentration lasts while you keep focusing; Permanent lasts until dispelled. A trailing "(D)" means you can dismiss it as a standard action.Full rule on Archives of Nethys ↗
- Saving Throw
- Reflex negates; see textIf a save is allowed, the target rolls Fortitude, Reflex, or Will: the result negates, gives partial, half, or no effect. "harmless" lets a willing target decline. Save DC = 10 + spell level + your casting ability modifier.Full rule on Archives of Nethys ↗
- Spell Resistance
- yesWhether a creature's spell resistance can block the spell (Yes/No). For "harmless" spells a willing creature may lower its SR to be affected.Full rule on Archives of Nethys ↗
Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of damage. A Medium or smaller creature that fails its first save must succeed on a second one or be picked up bodily by the cyclone and held suspended in its powerful winds, taking 1d8 points of damage each round on your turn with no save allowed. You may direct the cyclone to eject any carried creatures whenever you wish, depositing the hapless souls wherever the cyclone happens to be when they are released.
Mythic variant: The cyclone becomes 15 feet wide at the base, 40 feet wide at the top, and 40 feet tall. The cyclone’s effect on Large or smaller creatures also applies to Huge creatures, and its damage increases to 3d8 points of damage. The effect on Medium or smaller creatures also applies to Large creatures, and the damage it deals each turn increases to 2d6 points of damage.
Augmented (8th): If you expend three uses of mythic power, the cyclone’s size increases to 50 feet wide at the base, 150 feet wide at the top, and 150 feet tall. Creatures and objects of all sizes touched by the whirlwind take 8d8 points of damage (Reflex negates), and the damage dealt to those trapped in the cyclone increases to 6d6 points of damage per round. Additionally, unattended objects smaller than 30 feet to a side are swept up in the effect. The area within 20 feet of the whirlwind is treated as severe wind (Core Rulebook 439), and within 40 feet it is treated as strong wind.
Variants
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Whirlwind
- Mythic Whirlwind