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Tempest

Tempest

Rank: Veteran
Power Points: 20
Range: 10 miles diameter
Duration: 2d6 hours
Trappings: Flash floods, lightning strikes (possibly damaging nearby buildings), drowning livestock, flattening crops, etc.
 
Tempest can be used to create or dispel storms. If the Spellcasting roll is successful, an existing storm dissipates or a new one appears overhead with supernatural speed. The size of the storm affected is 10 miles in diameter. The power only works outdoors. In areas where storms do not typically exist, such as a desert, the Spellcasting roll is made at −4 and may be attempted only once every 24 hours. If the mage manages to score a raise when casting tempest, he has created a monstrous storm. Visibility is reduced to just 12” (and still subject to Dark Lighting) and the ground turns into a quagmire. Any character running must make an Agility roll or fall prone and become Shaken.
 
When tempest is cast, the accompanying rain reduces visibility (treat as Dark Lighting conditions), extinguishes most
normal fires within 1d10 rounds, and volatile materials have a random chance of igniting from flame. Tempest conditions inflict a −1 penalty to most actions due to slipping, difficulty hearing, and so on. The GM must decide if any actions are unaffected.
 
Weather magic is among the hardest to perform, and a Black Magus suffers corruption if his Spellcasting die is a 1 or 2
(in addition to any Backlash).

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