Tempest Magic Spells
The magic of the primordial Tempest is chaotic and wild. Those who dare to practice storm magic must be brave and creative in order to control the wildly shifting and flowing currents of energy. The ancient Leviathans were the first to harness the powers of the storms and ruled the seas after learning from the Storm Primordials.
Horace Maelstrom has brought a rather unique and imaginative take to the teaching of Tempest Magic, choosing to foster student's imaginations and spirit of discovery, a wide variety of uses for storm magic have been standardized, from the simplest jolt of a potion to intricate mechanical constructs.
Arcane Current
Create or Destroy Water
Fog Cloud
Storm Snake
Superconductor
Thermal Shield
Thunder Shield
Thunderous Smite
Thunderwave
Thunder Bats
Healing Current
Arcane Current (Rank 1)
Booming Blade (0 Rank)
Create or Destroy Water (Rank 1)
Fog Cloud (Rank 1)
Gust (0 Rank)
Healing Current (Rank 3)
Lightning Bolt (TBD)
Shape Water (0 Rank)
Storm Snake (Rank 1)
Superconductor (Rank 1)
Thermal Shield (Rank 1)
Thunder Bats (Rank 2)
Thunder Shield (Rank 1)
Thunderbolt (0 Rank)
Thunderclap (0 Rank)
Thunderous Smite (Rank 1)
Thunderwave (Rank 1)
Water Whip (0 Rank)
Casting Time: Reaction; when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
Range: 60ft
Components: V
Duration: Instantaneous
Classification: Enchantment
Prerequisites: -
Spell Body
Casting Time: Standard Action
Range: 30ft
Components: V, S, M (a branch struck by lightning)
Duration: 1 minute; Concentration
Classification: Attack
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.
At Higher Levels. When you cast this spell at Rank 2 or higher, the initial damage increases by 1d12 for each rank above 1.
Casting Time: Standard Action
Range: Self; 5ft
Components: S, M (a melee weapon worth at least 1SP)
Duration: 1 round
Classification: Attack
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
Casting Time: Standard Action
Range: 30ft; 30ft cube
Components: V, S, M (a drop of water to create or pinch of sand to destroy)
Duration: Instantaneous
Classification: Utility
You either create or destroy water.
Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
Casting Time: Standard Action
Range: 120ft; 20ft radius sphere
Components: V, S
Duration: 1 hour; Concentration
Classification: Utility
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At Higher Levels. When you cast this spell at Rank 2 or higher, the radius of the fog increases by 20 feet for each level above 1.
Casting Time: Standard Action
Range: 30ft
Components: V, S
Duration: Instantaneous
Classification: Utility
You seize the air and compel it to create one of the following effects at a point you can see within range:
One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
Casting Time: Standard Action
Range: 30ft
Components: V, M (lightning in a bottle)
Duration: Instantaneous
Classification: Healing
In a risky endeavor to stave off defeat, you channel magical energy into a creature you can see within range to attempt to restore hit points. When you cast this spell: roll 1d100.
The table below indicates the amount of healing recieved based on the value of the d100 roll.
Casting Time: Standard Action
Range: 200ft
Components: S
Duration: Instantaneous
Classification: Attack
TBD with Rank 3 version
Casting Time: Standard Action
Range: 30ft; 5ft cube
Components: S
Duration: Instantaneous
Classification: Utility
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Casting Time: Standard Action
Range: 60ft
Components: S, M (a storm snake fang)
Duration: 1 Round
Classification: Attack
Prerequisites: -
With an outstretched hand or arcane focus, you conjure a storm snake that lashes out at a target you can see within range. Regardless of distance, make a melee spell attack against the target, and on a hit your serpent deals 2d6 Lightning damage.
At Higher Levels: For ever spell level above first, the spell deals an additional 1d6 Lightning damage.
Casting Time: Standard Action
Range: 60ft
Components: V, M (fragments of an amethyst)
Duration: 1 minute, Concentration
Classification: Ward (Negative)
Prerequisites: -
You curse a creature you can see within range with super conductivity. Until the spell ends, whenever you hit it with an Storm School Spell or an attack dealing lightning damage, you may add 1d8 to the attack's damage.
If the target drops to 0 hit points before this spell ends, you can use a swift action on a subsequent turn of yours to curse a new creature.
At Higher Levels. When you cast this spell at rank 2 or higher, any Storm School Attack or attack dealing Lightning damage gains this benefit. When cast at rank 5 or higher, you do not need to maintain concentration on the spell.
Casting Time: Standard Action
Range: 60ft
Components: V, S
Duration: 1 minute
Classification: Ward
You conjure a magical barrier that shimmers with red and ice-blue strands of energy around a creature in range you can see. A creature can only benefit from this spell one at a time, so any other Thermal Shield spell on it ends and is replaced with yours.
While the spell is active, the target has Damage Reduction (5) for Fire and Cold damage for the next minute.
At Higher Levels. When you cast this spell at 3rd or higher level, the damage reduction increases to 10 at 3rd level, 15 at 5th level, 25 at 7th level, and 40 at 9th level.
Casting Time: Standard Action
Range: 120ft
Components: V, M (Thunder Bat Wing)
Duration: Instantaneous
Classification: Attack
You summon a swarm of Thunder Bats to assail a creature you can see within range. The target must make a DEX saving throw or take 2d10 lightning or thunder damage (your choice when casting the spell), or half as much on a successful save.
At Higher Levels. When casting at rank 3 and above, the damage increases by 1d10 for every level over Rank 2.
Casting Time: Standard Action
Range: 60ft
Components: V, S
Duration: 1 minute
Classification: Ward
You conjure a magical barrier that shimmers with purple strands of energy around a creature in range you can see. A creature can only benefit from this spell one at a time, so any other Thunder Shield spell on it ends and is replaced with yours.
While the spell is active, the target has Damage Reduction (5) for Lightning and Thunder damage for the next minute.
At Higher Levels. When you cast this spell at 3rd or higher level, the damage reduction increases to 10 at 3rd level, 15 at 5th level, 25 at 7th level, and 40 at 9th level.
Casting Time: Standard Action
Range: 200ft
Components: S
Duration: Instantaneous
Classification: Attack
With a snap of your fingers you call down a bolt of lightning upon a creature in range you can see. Make a ranged spell attack dealing 1d10 Lightning damage on a hit.
This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Casting Time: Standard Action
Range: Self; 5ft
Components: S
Duration: Instantaneous
Classification: Attack
You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Casting Time: Swift Action
Range: Self
Components: V
Duration: 1 minute; Concentration
Classification: Enchantment
The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
Casting Time: Standard Action
Range: Self; 15ft cube
Components: V, S
Duration: Instantaneous
Classification: Attack
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell at Rank 2 or higher, the damage increases by 1d8 for each rank above 1.
Casting Time: Standard Action
Range: 30ft
Components: S, M (a small bottle of water or natural water source)
Duration: Instantaneous
Classification: Attack
You manipulate a small stream of water into a dangeroud whip and lash out at the target. Make a melee spell attack, and on a hit the target takes 1d6 slashing damage. This attack is considered a critical hit on an 18, 19, or 20.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Tempest Spells by Rank
Rank 1 Spells
Rank 2 Spells
Rank 3 Spells
Tempest Spells by Name
TBD
Template
Rank 1

Spell Descriptions
Arcane Current
Rank 1

Booming Blade
0 Rank

Create or Destroy Water
Rank 1

Fog Cloud
Rank 1

Gust
0 Rank

Healing Current
Rank 3

d100 Range | Healing Amount |
---|---|
1-5 | 2d4 |
6-25 | 3d4 + your spellcasting modifier |
26-80 | 3d6 + your spellcasting modifier |
81-99 | 5d6 + your spellcasting modifier |
100 | 8d10 + your spellcasting modifier |
Lightning Bolt
0 Rank

Shape Water
0 Rank

Storm Snake
Rank 1

Superconductor
Rank 1

Thermal Shield
Rank 1

Thunder Bats
Rank 2

Thunder Shield
Rank 1

Thunderbolt
0 Rank

Thunderclap
0 Rank

Thunderous Smite
Rank 1

Thunderwave
Rank 1

Water Whip
0 Rank

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