Page 56


Chapter 5: Magic Spells


Weather Spells


Lightning Bolt

Weather

A powerful electrical strike from the caster.

Cost: 1 MP
Casting time: 1 standard action
Range: 20 feet (4 squares)
Target: 1 living creature (initially)
Duration: Immediate
Saving Throw: Fortitude halves
Casting: A throwing motion.

This spell creates a giant lightning bolt that begins at the caster’s hands and flies toward its target. The attack automatically hits, and cannot be dodged. A Fortitude save is allowed to halve the damage.

The caster may strike multiple targets with this spell, using the following rules: Each new target must be within 20 feet of the previous. A lightning bolt may not strike the same target more than once per spell. The target must be a living creature. The caster decides which who is struck by this spell. Large physical object can be hit and damaged, but this ends the spell.

Stage 1: Electrical damage is 2d8. Fortitude DC = 16.
May strike up to 4 targets.

Stage 2: Electrical damage is 3d8. Fortitude DC = 18.
May strike up to 6 targets.

Stage 3: Electrical damage is 4d8. Fortitude DC = 20.
May strike up to 8 targets.

Stage 4: Electrical damage is 5d8. Fortitude DC = 22.
May strike up to 10 targets.

Secondary Effects: If a target’s Fortitude save result is 9 or less, they are knocked down and consider prone. They need to spend a move action on their turn if they want to get up.

Bonus Damage: Casting this spell outside, under a stormy sky, adds a total bonus of +4 damage.

Lightning Bolt Notes: Physical Armour and the Spell Physical Shield provide Damage Reduction from this spell.



Fog

Weather

Creates thick fog, obscuring sight.

Cost: 1 MP
Casting time: 1 standard action
Range: 60 feet (12 squares)
Target: An area of space
Duration: 5 minutes (stage 1)
Saving Throw: None
Casting: Waving hands.

This spell creates a mass of dense fog near the ground, which is very difficult to see through.

Stage 1: The fog covers an area 40 feet wide by 40 feet long by 30 feet tall. Normal sight cannot see more than 10 feet through the fog. The caster can see up to 20 feet through the fog, as can Enhanced Vision. The duration is 5 minutes.

Stage 2: The area may increase to 60 feet wide and long.
The duration increases to 10 minutes.

Stage 3: The area may increase to 80 feet wide and long.
The duration increases to 30 minutes.

Stage 4: The area may increase to 100 feet wide and long.
The duration increases to 1 hour.

Fog Notes: This spell may be ended at any time by the caster, providing they are within range. The fog resists most light to medium mundane winds.



Blasting Wind

Weather

A powerful surge of air that can knockdown targets and clear fog.

Cost: 1 MP
Casting time: 1 standard action
Range: 5 feet
Target: An area of space
Duration: Immediate
Saving Throw: Fortitude negates
Casting: A sudden push.

This spell creates a sudden wall of win in front of the caster that blasts forward. The wall extends as little as 5 feet on each side of the caster, or as much as 20 feet on each side (controlled by the caster).

Everyone caught in the effect of Blasting Wind must make a Fortitude Save. Anyone who fails the Fortitude Save is knocked completely down, and requires a full-round action to get up on their turn.

This spell immediately dispels Fog in any area it affects.

Stage 1: Fortitude DC = 18. Blasts for 20 feet.

Stage 2: Fortitude DC = 20. Blasts for 25 feet.

Stage 3: Fortitude DC = 22. Blasts for 30 feet.

Stage 4: Fortitude DC = 24. Blasts for 40 feet.

Secondary Effects: If a target’s Fortitude save result is 9 or less, they are not only knocked down but knocked back 10 feet, causing 1d8 damage (physical DR applies half). The situation may dictate other dangerous results. If a character is going to be, for example, blown off a mountain then they should receive a Reflex Saving Throw DC 15 to try and grab on to the edge as they go over.

Blasting Wind Notes: Any spell may be cast at a lower stage, if the caster chooses to do so.



Calm Weather

Weather

Can make the surrounding area have pleasant weather.

Cost: 1 MP
Casting time: 1 standard action
Range: Surrounding area
Target: The sky
Duration: 1 hour (stage 1)
Saving Throw: None
Casting: Hands held up to the sky.

This spell can lower winds, clear skies, and make it feel warmer and more pleasant out.

Stage 1: Can lower winds by 20 miles an hour. Can clear skies in about 10 minutes. Affects an area in a half mile radius around the caster. The effect moves with the caster. Duration lasts 1 hour.

Stage 2: Can lower winds by 30 miles an hour. Can clear skies in about 5 minutes. Affects an area in a 1 mile radius around the caster. The effect moves with the caster. Duration lasts 2 hours.

Stage 3: Can lower winds by 40 miles an hour. Can clear skies in about 2 minutes. Affects an area in a 5 mile radius around the caster. The effect moves with the caster. Duration lasts 4 hours.

Stage 4: Can lower winds by 50 miles an hour. Can clear skies in about 1 minute. Affects an area in a 10 mile radius around the caster. The effect moves with the caster. Duration lasts 8 hours.

Calm Weather Notes: The caster may end this spell at any time.



Stormy Weather

Weather

Can darken skies and create a storm in the surrounding area.

Cost: 1 MP
Casting time: 1 standard action
Range: Surrounding area
Target: The sky
Duration: 1 hour (stage 1)
Saving Throw: None
Casting: Single hand held up to the sky.

This spell can raise winds, darken skies, make it rain, and make it feel colder out.

Stage 1: Can raise winds by 20 miles an hour. Can begin a storm in about 10 minutes. Affects an area in a half mile radius around the caster. The effect moves with the caster. Duration lasts 1 hour.

Stage 2: Can raise winds by 30 miles an hour. Can begin a storm in about 5 minutes. Affects an area in a 1 mile radius around the caster. The effect moves with the caster. Duration lasts 2 hours.

Stage 3: Can raise winds by 40 miles an hour. Can begin a storm in about 2 minutes. Affects an area in a 5 mile radius around the caster. The effect moves with the caster. Duration lasts 4 hours.

Stage 4: Can raise winds by 50 miles an hour. Can begin a storm in about 1 minute. Affects an area in a 10 mile radius around the caster. The effect moves with the caster. Duration lasts 8 hours.

Stormy Weather Notes: The caster may end this spell at any time. Blowing away a Fog Spell effect requires a 40 to 50 mile wind. Stronger winds will work faster.






Up Next: Alphabetical Spell List

Shutterstock
Advertisements

Privacy Policy | Terms of Use | OGL | Advertise

Copyright ©2008-2010 Collin Lenzen. All Rights Reserved.

Shutterstock
Spellchrome Home