Tornado
A roaming cyclone that batters and whirls whatever crosses its path
Tornado conjures a screaming funnel of wind that roams the battlefield, battering everything in its path and carrying creatures away with it. The caster chooses its first path when the spell appears.
The spell requires concentration. During each maintenance tick, the caster moves the Tornado along a chosen path up to the distance in the table. Steering it requires no additional action.
Every creature and object inside the funnel takes 1d4 physical damage per caster level each tick. The damage allows no Save, and DR protects normally. Each creature then makes a Fortitude Save. On a failure, it is Nauseated until the end of that tick.
When the Tornado moves, a creature that fails this Save and is no larger than the listed size is carried along its path to its final position. A larger creature remains in place but can still become Nauseated. Loose objects within the size limit are carried automatically.
The swirling wind deflects projectiles smaller than the largest creature it can carry. Compare the projectile itself, not the weapon launching it: a Medium longbow fires Small arrows, a Large bow fires Medium arrows, and so on. Larger projectiles can cross the funnel normally.
Spell Scaling
| Spell Level | Damage per CL each tick | Radius | Move per round | Largest creature carried | Failed Save |
|---|---|---|---|---|---|
| 1 | 1d4 | 10 ft | 40 ft | Medium | Nauseated |
| 3 | 1d4 | 15 ft | 80 ft | Large | Nauseated |
| 5 | 1d4 | 20 ft | 160 ft | Huge | Nauseated |
| 7 | 1d4 | 30 ft | 320 ft | Gargantuan | Nauseated |
| 9 | 1d4 | 50 ft | 640 ft | Colossal | Nauseated |
| 10 | 1d4 | 80 ft | 1,280 ft | Colossal+ | Nauseated |