Eye of the Hurricane

3.5th Edition
Your voice traits off into whispers as you near the end of the spell's complex ritual. The whispers begin to build upon one another, echoing in the air around you, swirling and twisting until they become a steady cacophony. The wind gathers speed, creating a spherical vortex around you.   With this spell, you create a swirling miniature storm that provides a measure of protection, but leaves you and those near you unaffected.   The storm that surrounds you has hurricane-force winds spinning in a circle with you at the center. Normal ranged attacks through the hurricane's windy area are impossible, and even heavier projectiles such as siege weapons and giant boulders take a -8 penalty on the attack roll.   Creatures who move inside the spell's area suffer effects depending on their size and whether they¿re airborne. Each creature must make a saving throw at the beginning of its turn or when in enters the affected area.   Medium or smaller creatures mus succeed on a Fortitude save or be knocked 1d4×10 feet away from the eye of the hurricane's center and take 1d4 points of nonlethal damage per10 feet traveled in this manner. Creatures blown away are knocked prone as well. Flying creatures are blown back 2d6×10 feet and take 2d6 points of nonlethal damage.   Large creatures must succeed on a Fortitude save or be knocked prone by the force of the wind. Flying creatures are instead blown back 1d6×10 feet.   Huge creatures must succeed on a Fortitude save or be checked. Flying creatures are instead blown back 1d6×5 feet.   Gargantuan and Colossal creatures can move through the spell's area without adverse consequences.   Even creatures that succeed on their saving throws must attempt them again whenever they start a turn inside the spell's area or whenever they move back into it.   The spell's area is effectively a sphere. Although the area is centered on you, you're not within the wind. if you move, the eye of the hurricane moves as well to keep you in the center. If you cast eye of the hurricane so that creatures are inside the eye when the spell begins, they must make Fortitude saves when your movement brings the area of wind upon them. Thereafter, if you move the spell area into a square occupied by another creature, that creature makes a Fortitude save at the beginning of its next turn (assuming the windy area of the spell is still on it).
 
5th Edition
You conjure a swirling vortex of hurricane-force winds in a 40-foot-radius sphere centered on yourself, which moves with you. The winds roar and howl, creating a violent storm wall while leaving a 10-foot-radius area around you calm and unaffected.   Effect on Ranged Attacks:   Normal ranged weapon attacks cannot pass through the storm's area.   Siege weapons and thrown rocks suffer disadvantage on attack rolls made through the storm's area.   Effect on Creatures Entering or Starting Their Turn in the Storm: Each creature of your choice that starts its turn within the storm’s area or enters it for the first time on a turn must make a Strength saving throw. The effects depend on the creature’s size and whether it is flying:   Creature Size On a Failed Save Flying Creatures Medium or smaller Pushed (1d4 × 10) feet away from you, takes 1d4 bludgeoning damage per 10 feet moved, knocked prone Pushed (2d6 × 10) feet away, takes 2d6 bludgeoning damage, knocked prone Large Knocked prone Pushed (1d6 × 10) feet away, takes 1d6 bludgeoning damage Huge Movement speed is halved until the end of its next turn Pushed (1d6 × 5) feet away Gargantuan or larger No effect No effect   A creature that succeeds on its saving throw is not affected for that turn but must repeat the save at the start of its next turn if it remains in the storm’s area.   At Higher Levels. When you cast this spell using a higher level spell slot, increase the calm center's radius by 5 feet for each slot level above its base level.
 

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Spell Descriptors
Air
2nd Edition
Level
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School
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Range
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Save
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Duration
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Components
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AoE
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Casting Time
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3.5th Edition
Level
Druid 4
Components
V, S
Casting Time
1 Standard Action
Range
40-foot Radius emanation centered on you, with 10-foot Radius quiet area centered on you
Duration
1 Round/Level
Saving Throw
Fortitude negates; see text
Spell Resistance
Yes

 
4th Edition

 
5th Edition
Level
Druid 4
Casting Time
1 Action
Range
Self (40-foot Radius Sphere)
Components
V, S
Duration
Concentration; Up to 1 Minute

 
Pathfinder 2e
Tags
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Traditions
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Cast
Range
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Defense
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Verbal Components

{The words spoken in English to invoke this magic; if applicable}
Cavellan
{The translated words spoken in Cavellan to invoke this magic}
Maherasi
{The translated words spoken in Maherasi to invoke this magic}
Celestial
{The translated words spoken in Celestial to invoke this magic}
Infernal
{The translated words spoken in Infernal to invoke this magic}
Pit-Tongue
{The translated words spoken in Pit-Tongue to invoke this magic}
High Draconic
{The translated words spoken in High Draconic to invoke this magic}
High Elvish
{The translated words spoken in High Elvish to invoke this magic}

Somatic Components

{A 2-3 sentence description of the motions done by the caster with one or both hands to invoke this magic, if applicable}.