Home >Magic >Variant Magic Rules >Rune Magic >Script List >

Disaster

Design invocation [see text]; Level 9

CASTING

Casting Time 1 standard action

EFFECT

Range long (400 ft. + 40 ft./level)
Effect tornado 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall
Duration 1 round/level (D)
Saving Throw see text; Spell Resistance yes

DESCRIPTION

You invoke the wrath of nature to bring down a catastrophe in the form of a destructive tornado, imbued with elemental forces.

This script creates a powerful tornado of raging wind that moves through the air, along the ground, or over water at a speed of 60 feet per round. You can concentrate on controlling the tornado’s every movement or specify a simple program. Directing the tornado’s movement or changing its programmed movement is a standard action for you. The tornado always moves during your turn. If the tornado exceeds the script’s range, it moves in a random, uncontrolled fashion for 1d3 rounds and then dissipates (you can’t regain control of the tornado, even if it comes back within range.).

All hearing-based Perception checks within 20 feet of the tornado fail automatically. Ranged attacks are impossible that pass within 20 feet of the tornado.

Large or smaller creatures who start their turn within 20 feet of the tornado must succeed on a Fortitude save or be dragged 1d4×5 feet toward the center of the tornado. A Huge or bigger creature must make a Fortitude save before moving or be unable to move further away from the tornado.

Any Large or smaller creature that comes in contact with the tornado must succeed on a Reflex save or take 3d8 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 tornado 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 tornado to eject any carried creatures whenever you wish, dropping the creature at the tornado’s location.

In addition to these effects, the tornado is imbued with one element, chosen from the list below:

  • Air: The tornado appears dark like a thundercloud. Each round on your turn, up to three lightning bolts strike at creatures within 20 feet of the tornado, dealing 5d8 electricity damage and deafening the creature for 2d4 rounds. A Reflex save halves the damage and negates the deafening effect. Each lightning bolt must strike a different target. Creatures caught in the tornado take an additional 2d8 electricity damage.
  • Earth: The tornado whips up dust and stone. Creatures within 20 feet of the tornado take 2d8 damage from the debris and must make a Fortitude save or be blinded for 1 round. The ground in the tornado’s space and all ground within 20 feet are covered in dense rubble, creating difficult terrain (this terrain remains even after the tornado moves). Creatures that directly contact the tornado and fail their saves are blinded for 1d4 rounds. Creatures caught in the tornado take an additional 3d8 damage.
  • Fire: The tornado ignites with roaring flame. Creatures within 20 feet of the tornado take 3d8 fire damage each round (no save). Creatures that directly contact the tornado and fail their saving throws are set on fire. Creatures caught in the tornado take an additional 2d8 fire damage. The tornado sets fire to combustibles and damages objects nearby. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze.
  • Water: The tornado forms as a waterspout. Torrential water swirls within 20 feet, extinguishing unprotected flames and having a 50% chance to extinguish protected ones, while also reducing visibility within to 5 feet and cutting movement in half. A creature caught in the tornado must hold its breath as if underwater.
This script can only be cast underwater by using the water option, as described above. When you cast disaster to use on of the four above elements, it is a script of that type.

Overload: For every runic charge overloaded into this script, the tornado becomes 10 feet wider at the base, 10 feet wider at the top, and 30 feet taller. In addition, for each charge, the size of creatures that can be affected (for taking damage, being pulled towards the center of the tornado, and being picked up by the tornado) increases by 1 size category.

Section 15: Copyright Notice

Path of Iron, © 2015, Ascension Games, LLC; Author Christopher Moore