The Dragonlance Nexus

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Windshear

D&D 3e (3.0/3.5) Rules

by Clive Squire


Windshear

Transmutation [Air]

Level: Sor/Wiz 1
Components: V,S
Casting Time: 1 standard action
Range: Close (25ft + 5ft/2 levels)
Target/Area/Effect: One creature
Duration: Instantaneous
Saving Throw: Reflex partial, see text
Spell Resistance: Yes

Winds spiral around your outstretched hand, working towards to your fingers before shooting off to strike the target with the force of a windstorm.

With this spell, you create a focused column of air, which is roughly the same size and dimensions as an oversized longspear. If you succeed on a ranged touch attack, the target creature suffers 1d6 points of piercing damage. For every five caster levels above 1st level that the caster has, the damage increases by +1d6 points of piercing damage (1d6 at 1st, 2d6 at 5th, 3d6 at 10th, 4d6 at 15th, to a maximum of 5d6 at 20th).

Along with damaging the target, who is allowed a Reflex save to half the damage, the target must make a grapple check, failure means that any item that they held in their hands is flung off in a random direction a number of feet equal to the damage inflicted by the spell.

The caster gains a bonus to the grapple check of 8 (+4 Strength score (18), +4 for being Large) plus the casters Charisma modifier.

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