The result of the terrible sorcerous battle, the force of magic left behind is now known as the Metalstorm. The area occupied by the magical conflagration is filled with powerful mag-netic winds that carry shards of iron and steel, ranging in size from tiny specks to hunks the size of small sailing ships. Clashing together at incredible speeds has sharpened these to terrible edges and points. The clanging and ringing sound caused by the shards’ crashing and scraping can be heard for 20 miles.
This storm seems to summon the metal from some ex-traplanar location so its supply never wanes. Centered right on the coast, the Metalstorm rages above solid ground and the open sea. The ground under the storm has millions of shards embedded in it, with more crashing into the earth each mo-ment. Many shards extend 20 to 30 feet underground, making tunneling under the storm difficult, but not impossible. The Metalstorm extends down into the water underneath it, where the metal shards eventually embed in the sea floor.
Type Magical; Perception N/A; Disable Device N/A;
Effect Any creature or object that enters the Metalstorm must save Reflex DC20 half or take 10d10 points of slashing damage per round. Damage reduction may apply normally.
The shards, while made of metal, are imbued with magic that allows them to extend into the Ethereal Plane as well as the Material Plane. However, they are solid metal objects and do not disappear if within an antimagic area. If exposed to anti-magic, the shards will lose their magic while in that area and simply continue their momentum until stopped by a barrier (for example, the casters body). Thus, a small area of anti-magic (less than a few hundred feet wide) will have no effect on the momentum of the metal of the storm.
The storm is otherwise unaffected by magic, such as dispel magic or globe of invulnerability, or the like.
Creatures inside the storm take a –4 penalty on Perception checks and the entire area is counted as difficult terrain.
Flying creatures affected by the metal are driven to the ground, taking another 1d6 points of damage per 10ft of starting altitude (feather fall will not slow the descent). Visi-bility is 5ft., with concealment (20%) out to 20ft. and total concealment beyond 20ft.
The Metalstorm is 900ft thick, so a daring spellcaster, standing outside the storm, at its exact center, could pass beyond it by using a dimension door to move straight through it (assuming the caster is 13th level or higher).
Similarly, clairvoyance or arcane eye may be used, as above, to get a look past the storm (for, say, teleportation purposes). A clairvoyance spell that does not pass beyond the storm will simple see flashing shards of deadly metal.
Other means of bypassing the storm (burrowing, etc.) will work – as long as the traveler exits past 900ft, assuming starting from outside the center.