Whirlwind (Wizard Spell)

This spell allows the wu jen to summon a powerful tornado anywhere within the spell's range. A column of whirling air touches down at the point indicated by the caster. The tip has a 10- foot diameter. Thereafter, if the wu jen continues to concentrate on the spell, he can attempt to move it in any direction desired at a rate of 15. To do this, the wu jen must make a successful saving throw vs. paralysis. If the save is failed, the wu jen has lost control of the whirlwind for the duration of the spell. Thereafter, each round the whirlwind moves its full movement in a random direction.
Wooden buildings struck by the whirlwind have a 75% chance of being destroyed. If not de­stroyed, the building, although suffering damage, remains standing and can be repaired. Stone buildings collapse only 15% of the time and damage suffered by those still standing is rela­tively minor. Trees are uprooted 80% of the time and those not ripped out are battered and broken.
All creatures caught within the whirlwind suffer 6d10 points of damage (save vs. death for half damage). However, on a roll of a natural 20, the creature-through some freak of nature-is totally unscathed by the whirlwind even if all about him is destroyed. The whirlwind always fills the area of effect. If cast underground or in a confined area, it almost certainly affects the caster as well. A control weather spell can be used to weaken the whirlwind and two such spells cast with the same purpose cause it to disappear. Once the whirlwind has been created, it remains for the full duration; the caster cannot voluntarily end it.
The material component for this spell is a child's top.
Notes: Common in oriental settings; other­wise, very rare.
Category:Wizard Spells
Category:Spells from Wizard's Spell Compendium
Category:Spells