Storm
There are a variety of storms to call down on your enemies. Each must be prepared/memorized individually in order to be cast. Each storm requires different material components.
Effect
Divine:
Expending 10 mana points: Holy Storm: You call upon the forces of good, and a heavy rain begins to fall around you, its raindrops soft and warm. A driving rain falls around you. It falls in a fixed area once created. The storm reduces hearing and visibility, resulting in a -4 penalty on Listen, Spot, and Search checks. It also applies a -4 penalty on ranged attacks made into, out of, or through the storm. Finally, it automatically extinguishes any unprotected flames and has a 50% chance to extinguish protected flames (such as those of lanterns). The rain damages evil creatures, dealing 2d6 points of damage per round (evil outsiders take double damage) at the beginning of your turn. Material Component: A flask of holy water (25 gp).Expending 46 mana points: Fire Storm: The whole area is shot through with sheets of roaring flame. The raging flames do not harm natural vegetation, ground cover, or any plant creatures in the area that you wish to exclude from damage. Any other creature within the area takes 1d6 points of fire damage per caster level (maximum 20d6). Creatures that fail their Reflex save catch on fire, taking 4d6 points of fire damage each round until the flames are extinguished. Extinguishing the flames is a full-round action that requires a DC 20 Reflex save.
Arcane/ Nature:
Expending 10 mana points: Sleet Storm: Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone. If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration. Material Component: A pinch of dust and a few drops of water.Expending 15 mana points: Ice Storm: Great magical hailstones pound down for 1 full round, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. A –4 penalty applies to each Listen check made within the ice storm’s effect, and all land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no aftereffects (other than the damage dealt). Material Component: A pinch of dust and a few drops of water.
Expending 30 mana points: Acid Storm: A dark green cloud whirls into being before unleashing a shower of foul-smelling, yellow-green rain. Acid rain deals 1d6 points of acid damage per caster mana rank (maximum 15d6) to each creature in the area. Material Component: A flask of acid (10 gp).
Expending 46 mana points: Electrical Storm: At your direction, knots of crackling lightning erupt from mystical portals created by this spell. When the spell is cast, you select a number of targets equal to your level that are within the spell’s range. Any targeted creature that fails its Reflex save suffers 4d8 hit points of damage. The nerve disruption caused by the electricity also stuns its targets for 1d4 rounds. As a free action, the caster may choose new targets each round until the spell’s duration expires. Note that no creature may be targeted by this spell in two consecutive rounds. Material Component: A diamond vial (worth 800 gp) filled with bottled lightning or electrolytes.
Expending 55 mana points: Storm of Vengeance: A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes. Each round you maintain concentration on this spell, the storm produces additional Effects on Your Turn. Round 2: Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage. Round 3: You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. Round 4: Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage. Round 5-10: Gusts and freezing rain assail the area under the cloud. the area becomes Difficult Terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining Concentration on Spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area whether mundane or magical.
Gestures & Ritual
Verbal, Somatic, Material
Related Discipline
Arcane, Divine, Nature
Related School
Evocation
Effect Duration
Instantaneous
Effect Casting Time
1 Action
Range
Medium (100 ft. + 10 ft. mana rank)
Level
10, 15, 30, 46 or 55 Mana
Remove these ads. Join the Worldbuilders Guild

Comments