Tornado
Intense high winds swirl in a five-foot radius around the target location within the spells range. As the wind swirls, it moves twenty feet every ten seconds in a line. The winds are strong enough to cause the indicated damage and knock anyone within the area of effect back five feet. Anything not held down that has a weight of five pounds or fewer is picked up and flung around within the area of effect.
A reaction check is required to move out of the tornado’s path and avoid the first indicated damage. Failing the check results in being trapped inside the intense winds, taking the second indicated damage every ten seconds. While in the tornado, targets are dazed and blind. A guts check can be made to resist being moved along the tornado’s path as it moves.
Energy Type: Elemental (Air)
Cost: 16
Actions: 4
Damage: 1d12 + agility / 1d6 per 10 seconds
Damage Type: Air / blunt
Difficulty: Reaction/Guts
Duration: 30 seconds
Range: 40ft.
Targets: AoE, 10ft. pillar, 20ft. line per 10 seconds