Storm of Devastation (Air Sphere)

School evocation [air, electricity]; Level vicar 20; Sphere air


Casting Time 1 minute
Components V, S DF


Range long (400 ft. + 40 ft./level)
Area 1,000 ft. x 1,000 ft. area.
Duration 10 min./level (D)
Saving Throw Fortitude save (see text); Reflex half or neg. (see text); Spell Resistance yes (see text)


You create a gargantuan black storm cloud in the air that blows with a cutting wind. You can make the wind blow in a certain direction or manner, but over time, it increases in strength, or decreases in strength. The new wind direction persists until the spell ends or until you choose to alter your handiwork, which requires concentration. You may create an "eye" of calm air up to 80 feet in diameter at the center of the area if you so desire, and you may choose to limit the area to any area less than your full limit.

Wind Direction: You may choose one of four basic wind patterns to function over the spell's area.
  • A downdraft blows from the center outward in equal strength in all directions. 
  • An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center. 
  • Rotation causes the winds to circle the center in clockwise or counterclockwise fashion. 
  • A blast simply causes the winds to blow in one direction across the entire area from one side to the other. 

In the first round, the wind strength is the equivalent of a strong wind (see below). Each round thereafter, on your turn, the wind strength increases by one level. Any creature in the area must make a Fortitude save or suffer the effect of being in the windy area. See Environment in the Gamemastering Handbook for more details.
  • First Round: Strong winds (21+ mph) make sailing difficult. 
  • Second Round: A severe wind (31+ mph) causes minor ship and building damage. 
  • Third Round: A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships. 
  • Fourth Round: Hurricane force winds (75+ mph) destroy wooden buildings, uproot large trees, and cause most ships to founder. 
  • Fifth Round: A tornado (175+ mph) destroys all nonfortified buildings and often uproots large trees. 
Once the fifth round is reached, tornado-force winds persist until the last 5 rounds of the spell, at which time it decreases by one level until there is no wind remaining, at which time the spell ends. This effect is not subject to spell resistance.

While the spell is in effect, the area is also subject to a call lighting storm, except that each bolt of lightning you call down deals 10d6 or 10d10 points of damage (Reflex save for half). This effect remains until all 15 bolts of lightning are called, or the winds begin to decrease, whichever comes first.

In addition, once per casting of this spell, you can create a powerful cyclone of raging winds that moves through the area. This functions as the whirlwind spell (Reflex save negates).