7th Level version of Gust of Wind? (edited) [Archive] - Wizards Community

Post/Author/DateTimePost
AstralFire

03-08-04, 05:46 PM
I'm looking to get a spell that shoves opponents as far back as possible... So I was thinking something along these lines:

Ireix's Aerial Wrath
Evocation [Air]
Level: Drd 7, Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: 120 ft.
Effect: 40-ft wide, 80-ft tall Line-shaped gust of severe wind emanating out from you to the extreme of the range
Duration: 1 round
Saving Throw: Fortitude negates (see text)
Spell Resistance: Yes
This spell creates an localized but intense blast of air (approximately 300 mph) that originates from you, affecting all creatures in its path.
A Large or smaller creature on the ground is knocked down and rolled 1d4x10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Huge or smaller creature is blown back 2d6x10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting. A Huge creature is knocked prone by the force of the wind, or if flying is blown back 1d6x10 feet.
Colossal and Gargantuan creatures are unable to move forward against the force of the wind; flying Gargantuan creatures are blown back 1d6x5 feet.
This spell cannot move a creature beyond the limit of its range.
Ranged attacks of any sort and Listen checks fail.
The force of the gust automatically blows out any extinguishable flames.
In addition to the effects noted, this spell can do anything that a tornado would be expected to do.
This spell has a fort save equal to that of a normal tornado. (DC 30)

Basically, it's a souped up version of Gust of Wind. I looked at Control Winds as cast by a 15th level Druid as a reference; I think the increased force is balanced by the loss of a duration. What do you think? Too strong? Too weak?
TWG_Prometheus

03-08-04, 06:33 PM
Without looking at the rest of the spell much DC + 10, or + anything for that matter outside of special situations like 'target is under the effect of a Charm Person spell cast by you' is too much. The DC for this spell would be 20 at the very least, and that's allowing for a REALLY bad spellcaster. Throw on a minimum of expected 18 base spellcasting attribute by this level (still fairly low), with a +6 enhancement item, and the DC is already 24, without any real effort. And that's assuming they haven't used a Tome.

However much complaining you might see on these forums, Wizards put a lot of thought and effort into their balancing of Saves vs. DCs. Otherwise they wouldn't have made the Spell Focus changes. Don't put a modifier like that on so casually. Besides, I'd have a hard time seeing a 7th level spell create a 1-directional wind gust matching the raw power of a tornado. That has to be harder than creating a tornado itself.
AstralFire

03-08-04, 06:43 PM
For some strange ass reason, I forgot to add in stat bonuses and the like to save DC. I think +5 is still warranted, however.

Control Winds, a 5th level conjuration spell, can conjure Tornado Force winds over a much larger area and time with 18th level caster, AND make them go any direction you please, uni-directional, burst, vortex, you name it. A uni-directional, short, narrow burst of wind evoked by a 13th level caster with a 7th level spell shouldn't be unreasonable.
AstralFire

03-08-04, 07:39 PM
:bump:
Endless Dave

03-08-04, 08:19 PM
Originally posted by AstralFire
Control Winds, a 5th level conjuration spell, can conjure Tornado Force winds over a much larger area and time with 18th level caster, AND make them go any direction you please, uni-directional, burst, vortex, you name it. A uni-directional, short, narrow burst of wind evoked by a 13th level caster with a 7th level spell shouldn't be unreasonable.

It's not. A uni-directional, short, narrow burst of wind evoked by a 13th level caster with a 7th level spell with a base save DC of 22 (before you add in ability score bonuses and things like spell focus) is unreasonable. Take away the arbitrary +5 to the save DC and you've got a nice spell.
AstralFire

03-08-04, 08:27 PM
It's not an arbitrary +5 to the Save DC. o_O; As I've already explained, it's pretty much creating tornado force winds.... which have a higher DC than can naturally be reached.

Actually, I guess I should just use the set DC for the effect (DC 30) rather than adding in a bonus, shouldn't I?
AstralFire

03-09-04, 01:21 PM
up?