Difference between revisions of "Dreadful Wind (3.5e Invocation)/Original Edition"

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(I completed the invocation, but I think I could possibly make it neater and easier to read.)
(2d4 rounds of fear are too much for the wind mage version. I gave the wind mage some more perks to compensate... And increased DCs all around. This is getting out of hand, help!)
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| colspan="2" | [[Level::Warlock Greater]]; 6th
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| colspan="2" | [[Level::Warlock Greater]]; 6th<br/>
 
| colspan="2" | [[Level::Wind Mage Greater]]; 6th
 
| colspan="2" | [[Level::Wind Mage Greater]]; 6th
 
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{{#set:Summary=Blast your enemies with a wind that fills them with fear.}}
 
{{#set:Summary=Blast your enemies with a wind that fills them with fear.}}
  
This invocation replicates the effects of [[SRD:Gust of Wind|''gust of wind'']], except that it lasts for 1 round per 4 caster levels and the line is 80 feet long. In addition, creatures in the area of the wind, as well as out to a distance of up to 20 feet away from the main affected area per caster level, hear the hissing, wailing, and making ominous and threatening proclamations, which is severely disconcerting, to say the least. Creatures who can hear, but not feel the wind are unnerved by the eerie noises, but not severely enough to impair them in any way. Creatures actually in the area of effect of the wind, regardless of whether or not they succeed on (or are even required to make) the [[Fortitude]] save to resist the ''gust of wind'' itself, must also succeed on a [[Will]] save against the same DC or be [[SRD:Frightened|frightened]] for as long as they can hear the ''gust of wind'' howling (that is, until the ''gust of wind'' expires or they manage to put enough distance and/or other noises between themselves and the spooky noises that they can no longer hear them) and for 2d4 rounds afterwards. Creatures that fail the Will save by 5 or more are instead [[SRD:Panicked|panicked]] in the area of the wind and noise. Creatures that succeed on the Will save by 2 or less are [[SRD:Shaken|shaken]] and kept [[At Bay (3.5e Condition)|at bay]] by the area of the wind and noise, while creatures that succeed by 4 or less are simply [[SRD:Shaken|shaken]] by the area of the wind and noise. A creature that fails its Fortitude save and is [[SRD:Checked|checked]] by the wind takes a &minus;1 penalty on its Will save as the voices grow louder. A creature that fails its Fortitude save and is knocked [[SRD:Prone|prone]] or [[SRD:Knocked Down|knocked down]] takes a &minus;2 penalty on its Will save. A creature that fails its Fortitude save and is carried off by the wind takes a &minus;3 penalty on its Will save, as the voices loudly proclaim its imminent doom; this penalty increases to &minus;4 if the winds are carrying the creature directly towards some sort of hazard (like a steep cliff, a spike-covered wall, a pool of lava, or the open mouth of a purple worm). Regardless of how afraid this invocation makes a creature, its fear wears off 2d4 rounds after it longer hears the spooky voices; even if it re-enters the secondary area and starts hearing the spooky voices again, it is only unnerved, not scared enough to suffer any sort of penalty. A creature only makes one Will save per casting of this invocation &mdash; if it somehow returns to the active wind area, it becomes just as afraid as it did after the original Will save.
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This invocation replicates the effects of [[SRD:Gust of Wind|''gust of wind'']], except that it lasts for 1 round per 4 caster levels and the line is 80 feet long. In addition, creatures in the area of the wind, as well as out to a distance of up to 20 feet away from the main affected area per caster level, hear the hissing, wailing, and making ominous and threatening proclamations, which is severely disconcerting, to say the least. Creatures who can hear, but not feel the wind are unnerved by the eerie noises, but not severely enough to impair them in any way. Creatures actually in the area of effect of the wind, regardless of whether or not they succeed on (or are even required to make) the [[Fortitude]] save to resist the ''gust of wind'' itself, must also succeed on a [[Will]] save against the same DC or be [[SRD:Frightened|frightened]] for as long as they can hear the ''gust of wind'' howling (that is, until the ''gust of wind'' expires or they manage to put enough distance and/or other noises between themselves and the spooky noises that they can no longer hear them) and for 1d4 rounds afterwards. Creatures that fail the Will save by 5 or more are instead [[SRD:Panicked|panicked]] in the area of the wind and noise. Creatures that succeed on the Will save by 2 or less are [[SRD:Shaken|shaken]] and kept [[At Bay (3.5e Condition)|at bay]] by the area of the wind and noise, while creatures that succeed by 4 or less are simply [[SRD:Shaken|shaken]] by the area of the wind and noise. Creatures that succeed on the Will save by 5 or more are unnerved at worst, which doesn't impair their performance and isn't a condition worth keeping track of.
  
Much like [[Baleful Wind (3.5e Invocation)|''baleful wind'']], warlocks and wind mages cast this invocation a bit differently, with the warlock focusing on the fear aspect and the wind mage focusing on the wind. When a warlock casts this invocation, the spooky noises are heard out to 30 feet per caster level away from the main wind, the Will save DC is increased by 2, and the fear thresholds are shifted by 2 to make scaring victims easier (a failure of 3 or more causes panic, a failure of 1 or 2 frightens, a success of 4 or less makes a creature shaken and at bay, a success of 5 or 6 just makes a creature shaken, and a success of 7 or more entirely prevents a creature from feeling sufficient fear to impair it). When a wind mage casts this invocation, the gust of wind reaches out to 120 feet, the Fortitude save DC is increased by 2, and the gust of wind becomes stronger and capable of affecting bigger creatures (Tiny or smaller creatures are picked up by the wind and carried all the way out to its edge, plus an additional 2d12&times;10 feet, regardless of whether or not they are flying, taking 1d8 damage per 10 feet traveled; Small creatures on the ground are knocked down and rolled 1d8&times;10 feet, taking 1d4 points of nonlethal damage per 10 feet traveled, while flying Small creatures are blown back 2d10&times;10 feet and take 3d8 points of nonlethal damage due to battering and buffeting; Medium creatures are affected as ''gust of wind'' affects Tiny creatures; Large creatures are affected as ''gust of wind'' affects Small creatures; Huge creatures are affected as ''gust of wind'' affects Medium creatures; Gargantuan or larger creatures are affected as ''gust of wind'' affects Large or larger creatures).
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A creature that fails its Fortitude save and is [[SRD:Checked|checked]] by the wind takes a &minus;1 penalty on its Will save as the voices grow louder. A creature that fails its Fortitude save and is knocked [[SRD:Prone|prone]] or [[SRD:Knocked Down|knocked down]] takes a &minus;2 penalty on its Will save. A creature that fails its Fortitude save and is carried off by the wind takes a &minus;3 penalty on its Will save, as the voices loudly proclaim its imminent doom; this penalty increases to &minus;4 if the winds are carrying the creature directly towards some sort of hazard (like a steep cliff, a spike-covered wall, a pool of lava, or the open mouth of a purple worm). Regardless of how afraid this invocation makes a creature, its fear wears off 1d4 rounds after it longer hears the spooky voices; even if it re-enters the secondary area and starts hearing the spooky voices again, it is only unnerved, not scared enough to suffer any sort of penalty. A creature only makes one Will save per casting of this invocation &mdash; if it somehow returns to the active wind area, it becomes just as afraid as it did after the original Will save.
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 +
Much like [[Baleful Wind (3.5e Invocation)|''baleful wind'']], warlocks and wind mages cast this invocation a bit differently, with the warlock focusing on the fear aspect and the wind mage focusing on the wind itself.
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* When a warlock casts this invocation, the spooky noises are heard out to 30 feet per caster level away from the main wind, the Will save DC is increased by 3, the fear duration is extended to 2d4 rounds after no more spooky noises are heard, and the fear thresholds are shifted by 2 to make scaring victims easier (a failure of 3 or more causes panic, a failure of 1 or 2 frightens, a success of 4 or less makes a creature shaken and at bay, a success of 5 or 6 just makes a creature shaken, and a success of 7 or more entirely prevents a creature from feeling sufficient fear to impair it).
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* When a wind mage casts this invocation, the main gust of wind reaches out to 120 feet, the Fortitude save DC is increased by 2, the Will save DC is increased by 1, the caster level is increased by 2 (all of these increases stacking with the +1 or +2 bonus from [[Wind Mage (3.5e Class)#Air Power|Air Power]], and the main ''gust of wind'' becomes stronger and capable of affecting bigger creatures (Tiny or smaller creatures are picked up by the wind and carried all the way out to its edge, then fall down and roll an additional 2d12&times;10 feet away, regardless of whether or not they are flying, taking 1d8 damage per 10 feet traveled in the wind and 1d8 points of nonlethal damage per 10 feet traveled on the ground; Small creatures on the ground are knocked down and rolled 1d8&times;10 feet, taking 1d4 points of nonlethal damage per 10 feet traveled, while flying Small creatures are blown back 2d10&times;10 feet and take 3d8 points of nonlethal damage due to battering and buffeting; Medium creatures are affected as ''gust of wind'' affects Tiny creatures; Large creatures are affected as ''gust of wind'' affects Small creatures; Huge creatures are affected as ''gust of wind'' affects Medium creatures; Gargantuan or larger creatures are affected as ''gust of wind'' affects Large or larger creatures).
  
 
This invocation is an <nowiki>[</nowiki>[[Descriptor::Air]]<nowiki>]</nowiki>, <nowiki>[</nowiki>[[Descriptor::Fear]]<nowiki>]</nowiki>, <nowiki>[</nowiki>[[Descriptor::Mind-Affecting]]<nowiki>]</nowiki>, and <nowiki>[</nowiki>[[Descriptor::Sonic]]<nowiki>]</nowiki> effect.
 
This invocation is an <nowiki>[</nowiki>[[Descriptor::Air]]<nowiki>]</nowiki>, <nowiki>[</nowiki>[[Descriptor::Fear]]<nowiki>]</nowiki>, <nowiki>[</nowiki>[[Descriptor::Mind-Affecting]]<nowiki>]</nowiki>, and <nowiki>[</nowiki>[[Descriptor::Sonic]]<nowiki>]</nowiki> effect.

Revision as of 22:28, 16 November 2017

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Author: Luigifan18 (talk)
Date Created: November 16, 2017
Status: Completed
(may need tidying up)
Editing: Clarity edits only please
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Dreadful Wind
Warlock Greater; 6th
Wind Mage Greater; 6th


This invocation replicates the effects of gust of wind, except that it lasts for 1 round per 4 caster levels and the line is 80 feet long. In addition, creatures in the area of the wind, as well as out to a distance of up to 20 feet away from the main affected area per caster level, hear the hissing, wailing, and making ominous and threatening proclamations, which is severely disconcerting, to say the least. Creatures who can hear, but not feel the wind are unnerved by the eerie noises, but not severely enough to impair them in any way. Creatures actually in the area of effect of the wind, regardless of whether or not they succeed on (or are even required to make) the Fortitude save to resist the gust of wind itself, must also succeed on a Will save against the same DC or be frightened for as long as they can hear the gust of wind howling (that is, until the gust of wind expires or they manage to put enough distance and/or other noises between themselves and the spooky noises that they can no longer hear them) and for 1d4 rounds afterwards. Creatures that fail the Will save by 5 or more are instead panicked in the area of the wind and noise. Creatures that succeed on the Will save by 2 or less are shaken and kept at bay by the area of the wind and noise, while creatures that succeed by 4 or less are simply shaken by the area of the wind and noise. Creatures that succeed on the Will save by 5 or more are unnerved at worst, which doesn't impair their performance and isn't a condition worth keeping track of.

A creature that fails its Fortitude save and is checked by the wind takes a −1 penalty on its Will save as the voices grow louder. A creature that fails its Fortitude save and is knocked prone or knocked down takes a −2 penalty on its Will save. A creature that fails its Fortitude save and is carried off by the wind takes a −3 penalty on its Will save, as the voices loudly proclaim its imminent doom; this penalty increases to −4 if the winds are carrying the creature directly towards some sort of hazard (like a steep cliff, a spike-covered wall, a pool of lava, or the open mouth of a purple worm). Regardless of how afraid this invocation makes a creature, its fear wears off 1d4 rounds after it longer hears the spooky voices; even if it re-enters the secondary area and starts hearing the spooky voices again, it is only unnerved, not scared enough to suffer any sort of penalty. A creature only makes one Will save per casting of this invocation — if it somehow returns to the active wind area, it becomes just as afraid as it did after the original Will save.

Much like baleful wind, warlocks and wind mages cast this invocation a bit differently, with the warlock focusing on the fear aspect and the wind mage focusing on the wind itself.

  • When a warlock casts this invocation, the spooky noises are heard out to 30 feet per caster level away from the main wind, the Will save DC is increased by 3, the fear duration is extended to 2d4 rounds after no more spooky noises are heard, and the fear thresholds are shifted by 2 to make scaring victims easier (a failure of 3 or more causes panic, a failure of 1 or 2 frightens, a success of 4 or less makes a creature shaken and at bay, a success of 5 or 6 just makes a creature shaken, and a success of 7 or more entirely prevents a creature from feeling sufficient fear to impair it).
  • When a wind mage casts this invocation, the main gust of wind reaches out to 120 feet, the Fortitude save DC is increased by 2, the Will save DC is increased by 1, the caster level is increased by 2 (all of these increases stacking with the +1 or +2 bonus from Air Power, and the main gust of wind becomes stronger and capable of affecting bigger creatures (Tiny or smaller creatures are picked up by the wind and carried all the way out to its edge, then fall down and roll an additional 2d12×10 feet away, regardless of whether or not they are flying, taking 1d8 damage per 10 feet traveled in the wind and 1d8 points of nonlethal damage per 10 feet traveled on the ground; Small creatures on the ground are knocked down and rolled 1d8×10 feet, taking 1d4 points of nonlethal damage per 10 feet traveled, while flying Small creatures are blown back 2d10×10 feet and take 3d8 points of nonlethal damage due to battering and buffeting; Medium creatures are affected as gust of wind affects Tiny creatures; Large creatures are affected as gust of wind affects Small creatures; Huge creatures are affected as gust of wind affects Medium creatures; Gargantuan or larger creatures are affected as gust of wind affects Large or larger creatures).

This invocation is an [Air], [Fear], [Mind-Affecting], and [Sonic] effect.


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Back to Main Page3.5e HomebrewClass Ability ComponentsInvocationsWind Mage

Luigifan18's Homebrew (383 Articles)
Luigifan18v
Article BalanceHigh +
AuthorLuigifan18 +
DescriptorAir +, Fear +, Mind-Affecting + and Sonic +
LevelWarlock Greater + and Wind Mage Greater +
RatingUnrated +
SummaryBlast your enemies with a wind that fills them with fear. +
TitleOriginal Edition +