Tier 4 Runes

Blind

Description: This Prime Rune is the essence of blindness, deafness, and overall the very concept of being incapable of sensing the world around them, or even their ability to perceive their own position in the world. It's effects on an object are exactly as described above and more, as the object not only loses it's sense of position in the world, and loses any capability of perceiving with the 7 senses (see, hear, smell, touch, taste, balance, position) via any detection instruments, but they will never be able to perceive anything inside them as well. The results of this mean that traps will not activate even if 'triggered'. Doors will not swing when brushed by wind or spirits. Steam kettles will not steam no matter how hot it gets. Weapons and tools do not transfer force, thus all strength bonuses are useless. Fuel sources will not increase or reduce the output even if the source of fuel grows or shrinks (unless it runs out then it just vanishes). Musical instruments do not play music when strung or blown. Locks don't lock at all. Any clockwork mechanism spins freely without proper alignment. 'Vehicles' become incredibly hard to steer. Crystals and mirrors do not reflect or refract light. Armor no longer distributes impact, therefore only half it's AR is available, and so forth. When used on creatures who fail their saving throw, they will lose one of their seven senses (1 per use of the Blind Rune, must specify which sense with a mundane rune).

Duration: 1 Hour per Grade of Power for Objects. 1 Round for Creatures.

Grades of Power:

  • 1-2: Creatures: +4 to Saving Throws.
  • 3-4: Creatures: +3 to Saving Throws.
  • 5-6: Creatures: +2 to Saving Throws.
  • 7-8: Creatures: +1 to Saving Throws.
  • 9: Creatures: -1 to Saving Throws.
  • 10: Creatures: -2 to Saving Throws.


Gate

Description: This Prime Rune is the essence of openings, connections, the folding of space, and so forth. In essence, it is a magical gate connecting two points in space. Every use of this Prime rune requires a Mark Rune at the source and destination to establish a connection. The greater runes Every form of this Prime Rune requires a runic circle to be carved. Note that the surface MUST be perfectly flat!

Isolated Effect: By itself this rune can open up a miniature hand-sized gate between point A and point B (both requiring the prime rune, the Mark rune and a numbered mundane rune) within a 10" radius.

Duration: Each rune lasts for 1 Turn per Grade of Power.


Crack

Tier: 4

Description: This greater rune's circle requires no less than 3 Prime Runes and 3 Greater Runes. The size of this runic circle is a base 3' diameter, plus 1' for every additional Prime and Greater rune carved into the runic circle after the first three. There must be two runic circles: One for either end of the gate, each with the matching Mark and number runes to connect them. If more than one of these gates share a connection it will choose one at random (or in the order of numbers), and if one gate is being used a different connection will be established. The gates MUST be on the same plane of existence (i.e. material and material, fire and fire, titan and titan, etc.). Due to the small size of the gate, only tiny or small creatures can squeeze through completely unless many runes are added, as this rune is typically meant for accessing stored items, fetching for pets, reaching for a lever, etc.

Grades of Power: N/A


Hole

Tier: 5

Description: This greater rune's circle requires no less than 4 Prime Runes and 4 Greater Runes. The size of this runic circle is a base 5" diameter, plus 5' per grade of power, plus 1" for every additional Prime and Greater rune carved into the runic circle after the first four. There must be two runic circles: One for either end of the gate, each with the matching Mark and number of runes to connect them. If more than one of these gates share a connection it will choose one at random (or in the order of numbers), and if one gate is being used to a different connection will be established. The gates can be on any plane of existence, however for every plane of existence between yours and the destination there will be a 10% chance of activation failure, and a 10% for it to shut down halfway through the duration. Note that if the two connecting gates are on different planes of existence, the size of the gate will also be halved in size.

Grades of Power: N/A


Invert

Description: This Prime Rune is the essence of inversion, opposites, reversal, confusion, etc. The greater runes of reverse and backwards cause an object's purpose or movement to become inverted and backward.

Isolated Effect: By itself this rune of power instills confusion in objects and creatures on a failed save, causing them to act in the opposite manner intended, have inverted movement, or for creatures gain confusion for 1d4 segments.

Duration: The reverse rune lasts for 1 Turn per Grade of Power for objects, and as long as the connected runes last for runes. The backward rune lasts for 1 Hour per Grade of Power on objects, or 1 Turn per Grade of Power on creatures..


Backward

Tier: 4

Description: This greater rune causes the object or creature to gain 'inverted movement'. North becomes south, east becomes west, up becomes down. If a creature tries to push an object, it will instead be pulled towards them, and vice versa. If a creature walks forwards they find themselves walking backwards, and so forth.

Grades of Power: N/A


Reverse

Tier: 5

Description: This greater rune causes the object or rune connected to behave in the opposite manner it was intended for. Thus any weapon being swung will either only aim to block an incoming attack, or will strike the wielder instead. Tools for building will instead swing to break. Storage units will never open up to someone who seeks to put something in, but will open when someone is withdrawing something. Furnaces will put out any and all heat in itself rather than heating up. Flags will never flow outward and will always hang. Pieces of art will somehow convey the opposite of what the artist intended to communicate, and so forth. When chained to a rune, it causes the rune's effects to reverse (if applicable). Examples include the Heat rune chilling instead of heating up. Invisible will instead make something even more noticeable than previously. Constancy will reduce the duration of the rune. Blind will sharpen (but not lengthen) the natural senses, and so forth.

Grades of Power: N/A


Life

Description: This Prime Rune is the essence of life, soul, spirit, lifespan, life energy and the like. It is the very concept of the gift of the gods to breathe, exist, and live, and what ties the astral, ethereal and material form together. The greater runes of artificial, reincarnate, safeguard and connection each either create, channel or protect life force in objects and creatures.

Isolated Effect: The object or creature have a +2 to their saves & AR when about to be destroyed/slain.

Duration: 1 Day per Grade of Power for the greater runes of artificial and reincarnate, 1 Hour per Grade of power for safeguard, and 1 Turn per Grade of Power for connection.


Artificial

Tier: 4

Description: This greater rune collects the lingering ethereal essence in the ethereal plane and weaves together a pseudo-soul for the object. The object's knowledge is whatever the runesmith desires to grant it (i.e. it can never know more than the runesmith, but doesn't have to know everything the runesmith knows), and it's alignment will match that of the runesmith, often building it's personality off of it's memories and alignment. The object will have access to no movement, skills, abilities, and capabilities, even if the object is designed for something like that. For example, a lute could not play itself. It can however make slight hums or vibrations, or other such methods to communicate. It is fully capable of thinking for itself and making it's own decisions. As such it is most powerful when paired with the animation rune, allowing it to truly move on it's own. Note: Destruction of the rune, the end of the duration, or an exorcism can immediately destroy the artificial soul.

Grades of Power:

  • 1: 1-2 Wisdom
  • 2: 3-4 Wisdom
  • 3: 5-6 Wisdom
  • 4: 7-8 Wisdom
  • 5: 9-10 Wisdom
  • 6: 11-12 Wisdom
  • 7: 13 Wisdom
  • 8: 14 Wisdom
  • 9: 15 Wisdom
  • 10: 16 Wisdom


Reincarnate

Tier: 4

Description: This greater rune invites a willing wandering soul to become reincarnated via the object. The soul will not have the capability of moving on it's own, but it will bond and inhabit with the object in question until the duration ends, the rune is destroyed or an exorcism is performed. If the reincarnated soul was capable of psionic power in a previous life, reincarnation will allow it to use their previous powers at x4 the point cost. This rune cannot affect nor change the soul, only allow for it to be housed in an object. This rune can also be used to prevent a soul from moving on to the afterlife (though only if the soul is willing) upon their death. Of course this is only magnified when paired with the animation rune, giving the reincarnated soul full autonomy over the object. Note: Reincarnated souls can inhabit golems, but the chance of demonic influence and/or possession still remains, just halved.

Grades of Power: N/A


Safeguard

Tier: 4

Description: This greater rune will envelop the object or creature with a powerful life force field, protecting it from death or death-like powers (including petrification, disintegration, death magic, etc.). By default it only provides a +1 to these saves if passive, however if the object is given the charge rune, or neither charge nor passive, then it will use the bonuses based on it's grade of power. It also protects the object or creature from possession.

Grades of Power:

  • 1-2: Protection: +1. Possession: +1.
  • 3-4: Protection: +1. Possession: +2.
  • 5-6: Protection: +2. Possession: +3.
  • 7-8: Protection: +3. Possession: +4.
  • 9: Protection: +4. Possession: +5.
  • 10: Protection: +5. Possession: +6.


Connection

Tier: 4

Description: This greater rune strengthens the tether, connection and flow between the material, ethereal and astral form, and especially their connection to their deity. As such whenever any clerical healing spell (i.e. cure light wounds) is cast on a creature with this spell, the amount of healing they receive is increased based on the grade of power. Furthermore, it also strengthens an object's internal structure as well as increases the strength of it's connection and flow with the energies of the cosmos. Thus any object designed to repair them (i.e. mend, repair) is doubly as effective.

Grades of Power:

  • 1-4: +1 Hp per Die Rolled
  • 5-6: +2 Hp per Die Rolled
  • 7-8: +3 Hp per Die Rolled
  • 9: +4 Hp per Die Rolled
  • 10: +5 Hp per Die Rolled


Mind

Description: This Prime Rune is the essence of intellect, mental processing, thoughts, dreams, psionic ability and powers, and so forth. It is the very concept of the mind within each and every living being that has ever existed. The runes of imprint, sentience, bar and psionic can give an object abilities similar to living creatures, and can enhance a living creature's mental capabilities.

Isolated Effect: By itself this rune can grant a +1 to all INT based rolls (including proficiencies, checks, saves, etc.).

Duration: 5 Days per Grade of Power for imprint. 1 Day per Grade of Power for Sentience. 1 Hour per Grade of Power for Bar, and 2 Turns per Grade of Power for Psionic.


Imprint

Tier: 4

Description: This greater rune allows for the runesmith to imprint certain knowledge into objects for them to remember, know and recall. Without other runes this teaches the object patterns, recognition and other such things. Examples include swords, chests, writing quills and so forth. Once activated the user must 'record' the object however way they desire it to be used, and then must activate the rune again to end the 'recording' session.

For the weapon example, the runesmith starts performing drills or sparring with someone with the runed weapon, performing a specific fighting style. They end the recording and the sword now 'knows' this fighting style and will conform to it. Thus if it's animated it will attack using that exact style, while if given into someone else's hands it will either cause penalties if they use a different fighting style, or speed up training by helping their body get used to the movements as the weapon guides them. If the runesmith has 'recorded' more than one fighting style, the weapon will determine which style is the ideal option in the moment.

For the chest example, the runesmith can 'record' what types of things would go into the chest by placing things inside, determine the maximum length of time it should stay open before it forces close, and can hold their palm for half a minute on the surface of the chest for it to memorize their touch. After the 'recording' the chest will refuse to close if the wrong items were put in, will automatically close after the specified period if all items inside are allowed, and will resist opening for unrecognized hands. Note that the runesmith can 'record' other people's hands as well as their own.

For the writing quill example, the runesmith can 'record' their handwriting style, their manner of speak, their vocabulary, choice of words, choice of ink, etc. whenever they write with the quill. They can also set the speed at which the quill should move. 'Recording' multiple times can 'teach' the quill the runesmith's handwriting in different languages, different fonts, different speeds, etc. They can even 'record' the quill stopping suddenly if someone walks into the room, and waiting until they're gone before resuming, 'record' when the quill should stop, resume, wait, and even 'record' specific subjects that should be written, or even write information based on instructions left on the first page. Thus if it's animated, it can and will write information based on what it knows all by itself.

In all cases, the runesmith can 'record' up to as many times as the objects have knowledge points (seen below). For creatures this can increase the maximum number of spells one can learn, as well as increasing their maximum language points.

Grades of Power:

  • 1: Knowledge points: 1. Language Points: +1. Maximum Spells: N/A.
  • 2: Knowledge points: 2. Language Points: +1. Maximum Spells: N/A.
  • 3: Knowledge points: 3. Language Points: +2. Maximum Spells: N/A.
  • 4: Knowledge points: 4. Language Points: +3. Maximum Spells: N/A.
  • 5: Knowledge points: 5. Language Points: +4. Maximum Spells: +1.
  • 6: Knowledge points: 7. Language Points: +5. Maximum Spells: +1.
  • 7: Knowledge points: 10. Language Points: +6. Maximum Spells: +2.
  • 8: Knowledge points: 13. Language Points: +7. Maximum Spells: +2.
  • 9: Knowledge points: 16. Language Points: +8. Maximum Spells: +3.
  • 10: Knowledge points: 20. Language Points: +10. Maximum Spells: +4.


Sentience

Tier: 4

Description: This greater rune causes the object to be given it's own artificial intelligence and sentience if it does not have sentience already. If it does already have intelligence, or it's a creature, it increases it's intelligence score by +1 to a maximum of 18. When the object gains sentience, it's level of intelligence is based on the grade of power of the rune. Note that the object's sentience and intelligence does not equal having a will of it's own. This intelligence does not allow the object to move on it's own without the help of other runes.

Grades of Power:

  • 1: 1-2 Intelligence
  • 2: 3-4 Intelligence
  • 3: 5-6 Intelligence
  • 4: 7-8 Intelligence
  • 5: 9-10 Intelligence
  • 6: 11-12 Intelligence
  • 7: 13 Intelligence
  • 8: 14 Intelligence
  • 9: 15 Intelligence
  • 10: 16 Intelligence


Bar

Tier: 4

Description: This greater rune creates a barrier around the object which protects it from psionic signals and psionic waves from others. Whenever psionic disciplines are used on the object, the object must roll a saving throw vs. powers to resist being affected by the psionic signals. Failed saves indicate the psionic must spend double the points to affect the object. Success means the effects fail completely for a round. When placed on a creature, it provides half the bonuses versus saving throws to psionic disciplines, and 1/4 the saving throws vs. psionic attacks. It also allows the creature to roll a saving throw vs. any mental spells (such as esp) and a +1 to spells with saving throws (like charm).

Grades of Power:

  • 1-4: No Modifier
  • 5-6: +1 vs. Saving Throw
  • 7-8: +2 vs. Saving Throw
  • 9: +3 vs. Saving Throw
  • 10: +4 vs. Saving Throw


Psionic

Tier: 5

Description: This greater rune empowers an object with the ability to emit psionic signals. Note that on it's own this does nothing but cause the object to emit psionic waves out around it, and being capable of channeling psionic signals. When placed on crystals, the object is actually capable of storing a limited amount of knowledge within it. When paired with the sentience rune, the object is then capable of using psionic attacks, defenses and disciplines. The number of psionic points available to the object is determined by it's Grade of Power, and the runesmith can use mundane runes to specify which psionic attacks, defenses and disciplines they want the object to have.

Grades of Power:

  • 1-2: Attack Points: 1. Defense Points: 1. Psionic Points: 4. Discipline Points: 1.
  • 3-4: Attack Points: 1. Defense Points: 2. Psionic Points: 8. Discipline Points: 1.
  • 5-6: Attack Points: 2. Defense Points: 4. Psionic Points: 14. Discipline Points: 1.
  • 7-8: Attack Points: 3. Defense Points: 5. Psionic Points: 20. Discipline Points: 2.
  • 9: Attack Points: 4. Defense Points: 6. Psionic Points: 25. Discipline Points: 2.
  • 10: Attack Points: 5. Defense Points: 8. Psionic Points: 30. Discipline Points: 3.


Pain

Description: This Prime Rune is the essence of pain, stress, torment, hurt, agony and suffering. It's the very idea of an object straining under the physical and metaphysical stress, pain, and agony of physical forces, as well as the crushing weight of the runes. This rune of power is unique as it's effects grow greater not only with higher grade of power, but also with how many runes of power are on the object as a whole. The way objects react to the rune of pain is widespread and intense, experiencing violent shaking when under pressure or being used, making loud groaning/grinding/creaking/cracking sounds when under any sort of pressure, wearing out from use more quickly, temporary malfunctions from stress, or (if they possess runes or enchantments) their powers flicker from the stress. Any object with sentience will actually experience genuine pain, and must roll a concentration saving throw instead of object saves from power to avoid faltering/flickering.

For the Grades of Power, here are some notes on how to determine the intensity of shaking and noise:

Shaking:

  • 1-4: Tremor
  • 5-8: Vibration
  • 9-12: Shaking
  • 13-16: Rattling
  • 17-20: Trembling

Noise:

  • 1-5: Soft
  • 6-10: Notable
  • 11-15: Moderate
  • 16-20: Loud

Duration: This rune lasts for approximately 1 Hour per Grade of Power.

Grades of Power:

1-2: Shaking: 1. Noise: 1. Wearing: 5%. Malfunction/Flicker Chance: 2%.

3-4: Shaking: 2. Noise: 2. Wearing: 10%. Malfunction/Flicker Chance: 4%.

5-6: Shaking: 3. Noise: 3. Wearing: 20%. Malfunction/Flicker Chance: 6%.

7-8: Shaking: 4. Noise: 4. Wearing: 30%. Malfunction/Flicker Chance: 8%.

9: Shaking: 6. Noise: 5. Wearing: 40%. Malfunction/Flicker Chance: 10%.

10: Shaking: 8. Noise: 6. Wearing: 50%. Malfunction/Flicker Chance: 12%.


Weather

Description: This Prime Rune is the essence of all forms of weather, whether it involve clouds, rain, wind, sun, ice or lightning. It is the very concept of the sky and it's 'moods'. The greater runes of sun, rain, thunder, ice and wind can change and potentially even strengthen the weather when activated. Every form of this Prime Rune requires a runic circle to be carved. Note that the surface MUST be relatively flat!

Isolated Effect: By itself, this rune will increase the potency and duration of whatever the weather is by 10%.

Duration: Each rune of power lasts for 30 Minutes per Grade of Power.

Sun

Tier: 4

Description: This greater rune's circle requires no less than 2 Prime Runes and 4 Greater Runes. This runic circle will cause any clouds in the sky to slowly disperse and move around the radius of the runic circle's area of effect. Note: Any magical caused clouds, hurricanes or elemental storms cannot be dispersed. Normal storms take double the time to remove. Once the skies are cleared, the runic circle depending on the grade of power can slowly increase the intensity of the sun's rays over a period of time, increasing it's gentle warmth to a beating hot, and eventually to a heatwave. Note: Anytime the runes are used in succession, the time in the Grades of Power is increased (x2 for every day in the past 10 days. x1.5 for every week in the past 4 weeks. x1.25 for every month in the past 8 months).

Grades of Power:

  • 1-2: Disperse Clouds: 12Hours. Warm to Hot: N/A. Hot to Heatwave: N/A. Radius: 100 Feet.
  • 3-4: Disperse Clouds: 6 Hours. Warm to Hot: N/A. Hot to Heatwave: N/A. Radius: 300 Feet.
  • 5-6: Disperse Clouds: 3 Hours. Warm to Hot: 6 Hours. Hot to Heatwave: N/A. Radius: 1,000 Feet.
  • 7-8: Disperse Clouds: 2 Hours. Warm to Hot: 3 Hours. Hot to Heatwave: N/A. Radius: 0.5 Miles.
  • 9: Disperse Clouds: 1 hour. Warm to Hot: 2 Hours. Hot to Heatwave: 6 Hours. Radius: 1 Mile.
  • 10: Disperse Clouds: 30 minutes. Warm to Hot: 1 Hour. Hot to Heatwave: 3 Hours. Radius: 2 Miles.


Rain

Tier: 4

Description: This greater rune's circle requires no less than 2 Prime Runes and 4 Greater Runes. This runic circle will cause the sky to slowly draw in precipitation in the form of clouds slowly covering the skies. Note: Any magically caused clear skies, or elemental winds will always keep clouds at bay, and normal strong winds doubles the time it takes to draw clouds. Once there are clouds in the skies, the clouds will begin to sprinkle down and stay rooted in the runic circle's radius, then rain, then downpour. Note: Anytime the runes are used in succession, the time in the Grades of Power is increased (x2 for every day in the past 10 days. x1.5 for every week in the past 4 weeks. x1.25 for every month in the past 8 months).

Grades of Power:

  • 1-2: Draw Clouds: 12 Hours. Sprinkle to Rain: N/A. Rain to Downpour: N/A. Radius: 100 Feet.
  • 3-4: Draw Clouds: 6 Hours. Sprinkle to Rain: N/A. Rain to Downpour: N/A. Radius: 300 Feet.
  • 5-6: Draw Clouds: 3 Hours. Sprinkle to Rain: 3 Hours. Rain to Downpour: N/A. Radius: 1,000 Feet.
  • 7-8: Draw Clouds: 2 Hours. Sprinkle to Rain: 2 Hours. Rain to Downpour: N/A. Radius: 0.5 Miles.
  • 9: Draw Clouds: 1 Hour. Sprinkle to Rain: 1 Hour. Rain to Downpour: 3 Hours. Radius: 1 Mile.
  • 10: Draw Clouds: 30 Minutes. Sprinkle to Rain: 30 Minutes. Rain to Downpour: 2 Hours. Radius: 2 Miles.


Thunder

Tier: 4

Description: This greater rune's circle requires no less than 2 Prime Runes and 4 Greater Runes. This runic circle will cause the sky to slowly draw in clouds with an electrical charge, or to charge up clouds that are already present. Note: Any magically caused clear skies, or elemental winds will always keep clouds at bay, and normal strong winds doubles the time it takes to draw clouds. Once there are clouds in the skies, the clouds will remain rooted in the radius and begin to thunder with heat lightning, then begin to strike the ground, then begin to frequently strike the ground.Note: Anytime the runes are used in succession, the time in the Grades of Power is increased (x2 for every day in the past 10 days. x1.5 for every week in the past 4 weeks. x1.25 for every month in the past 8 months).

Grades of Power:

  • 1-2: Draw Clouds: 12 Hours. Heat Lightning to Strikes: N/A. Strikes to Frequent Strikes: N/A. Radius: 100 Feet.
  • 3-4: Draw Clouds: 6 Hours. Heat Lightning to Strikes: N/A. Strikes to Frequent Strikes: N/A. Radius: 300 Feet.
  • 5-6: Draw Clouds: 3 Hours. Heat Lightning to Strikes: 6 Hours. Strikes to Frequent Strikes: N/A. Radius: 1,000 Feet.
  • 7-8: Draw Clouds: 2 Hours. Heat Lightning to Strikes: 3 Hours. Strikes to Frequent Strikes: N/A. Radius: 0.5 Miles.
  • 9: Draw Clouds: 1 Hour. Heat Lightning to Strikes: 2 Hours. Strikes to Frequent Strikes: 6 Hours. Radius: 1 Mile.
  • 10: Draw Clouds: 30 Minutes. Heat Lightning to Strikes: 1 Hour. Strikes to Frequent Strikes: 3 Hours. Radius: 2 Miles.


Ice

Tier: 4

Description: This greater rune's circle requires no less than 2 Prime Runes and 4 Greater Runes. This runic circle will cause the sky to slowly draw in precipitation in the form of clouds slowly covering the skies. Note: Any magically caused clear skies, or elemental winds will always keep clouds at bay, and normal strong winds doubles the time it takes to draw clouds, and warmer regions double the time it takes to get snow, sleet and hail. Furthermore, hot region are impossible to create snow/sleet/hail. Once there are clouds in the skies, the clouds will begin to sprinkle down snow and stay rooted in the runic circle's radius, then increase to sleet, then increase to hail. Note: Anytime the runes are used in succession, the time in the Grades of Power is increased (x2 for every day in the past 10 days. x1.5 for every week in the past 4 weeks. x1.25 for every month in the past 8 months).

Grades of Power:

  • 1-2: Draw Clouds: 12 Hours. Snow to Sleet: N/A. Sleet to Hail: N/A. Radius: 100 Feet.
  • 3-4: Draw Clouds: 6 Hours. Snow to Sleet: N/A. Sleet to Hail: N/A. Radius: 300 Feet.
  • 5-6: Draw Clouds: 3 Hours. Snow to Sleet: 6 Hours. Sleet to Hail: N/A. Radius: 1,000 Feet.
  • 7-8: Draw Clouds: 2 Hours. Snow to Sleet: 3 Hours. Sleet to Hail: N/A. Radius: 0.5 Miles.
  • 9: Draw Clouds: 1 Hour. Snow to Sleet: 2 Hours. Sleet to Hail: 6 Hours. Radius: 1 Mile.
  • 10: Draw Clouds: 30 Minutes. Snow to Sleet: 1 Hour. Sleet to Hail: 3 Hours. Radius: 2 Miles.


Wind

Tier: 4

Description: This greater rune's circle requires no less than 2 Prime Runes and 4 Greater Runes. This runic circle will cause the air to slowly build up the movement and speed of winds within the area. This starts in the form of a gentle breeze before slowly building up into a steady gale, then violent winds, then a tornado.

Grades of Power:

  • 1-2: Breeze to Gale: 6 Hours. Gale to Violent Winds: N/A. Violent Winds to Tornado: N/A. Radius: 100 Feet.
  • 3-4: Breeze to Gale: 3 hours. Gale to Violent Winds: N/A. Violent Winds to Tornado: N/A. Radius: 300 Feet.
  • 5-6: Breeze to Gale: 2 Hours. Gale to Violent Winds: 6 Hours. Violent Winds to Tornado: N/A. Radius: 1,000 Feet.
  • 7-8: Breeze to Gale: 1 Hour 30 Minutes. Gale to Violent Winds: 3 Hours. Violent Winds to Tornado: N/A. Radius: 0.5 Miles.
  • 9: Breeze to Gale: 1 Hour. Gale to Violent Winds: 2 Hours. Violent Winds to Tornado: 6 Hours. Radius: 1 Mile.
  • 10: Breeze to Gale: 30 Minutes. Gale to Violent Winds: 1 Hour. Violent Winds to Tornado: 3 Hours. Radius: 2 Miles.