Magic:Storm of Vengeance: Difference between revisions

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[[Category:Magic|Storm of Vengeance]]
[[Category:Magic|Storm of Vengeance]]
[[Category:Conjuration Spells|Storm of Vengeance]]

Revision as of 20:57, 27 June 2008

[[Magic:Conjuration|Conjuration]] ( Summoning ) [ Sonic, Acid( Negative-Positive ), Cold, Electricity ]
Level: Clr 9, Drd 9
Innate Level: 9
Component(s): V, S
Casting Time: 1 full round
Range: Long
Target: Point with 360-ft.-radius storm cloud (Colossal)
Duration: Concentration (maximum 10 rounds) (D)
Counter(s): --
Saving Throw: See text
Spell Resistance: Yes
Metamagic: Empower, Maximize, Quicken, Silent, Still
Energy Substitution: No

This spell starts by bring forth a number of elements into the sky above the target point that interact with the current weather conditions for miles around. From the target position you will see and enormous black storm cloud with lightning and crashing claps of thunder. Creatures beneath the cloud must succeed at a fortitude save or be deafened (see blindness/deafness) for 1d4x10 minutes.

If the caster does not maintain concentration on the spell after casting it, the spell ends. If the character continues to concentrate, the spell generates additional effects in each following round, as noted below. Each effect occurs during the character's turn. The effects will be different based on the atmospheric conditions and the nature of the caster.

Clear skys

Second Round: Divine rains come down in the area, dealing 1d6 points of elemental damage, negative energy or positive energy depending on the nature of the caster. If it is elemental damage then the type can be substituted. No save is allowed.

Third Round: The caster calls six bolts of lightning down from the clouds. The bolts strike in a manor benificial to the caster. All may be directed at a single target, or they may be directed at up to six separate targets. Each bolt deals 10d6 points of electricity damage. Creatures struck can attempt Reflex saves for half damage.

Fourth Round: Small Hailstones rain down, dealing 2d6 points of impact damage to creatures in their path.

Fifth Round: A complete darkness falls over the area and strong gusts of wind slow all movement and disrupt concentration. This contnues for the remainder of the spell.

Seventh Round: Another four bolts of lightning come down.


Rain or signs of rain

Second Round: Divine rains come down in the area (as above). This rain continues for the remainder of the spell.

Third Round: The caster calls eight bolts of lightning down from the clouds (same as above).

Fourth Round: Hailstones rain down in the area, dealing 5d6 points of damage (no save).

Fifth through Tenth Rounds: Violent rain and wind gusts reduce visibility. The rain obscures all sight, including darkvision. Creatures have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Speed is reduced by three-quarters. Ranged attacks within the area of the storm are impossible. Spells cast within the area have a chance of being disrupted.

Seventh Round: Another six bolts of lightning

Snow or signs of snow

Second Round: Divine snow comes down in the area, dealing 1d6 cold damage as well as 1d6 points of negative or positive energy. No save is allowed. This snow continues for the remainder of the spell.

Third Round:

Fourth Round: Giant hailstone of ice.

Fifth and Sixth Rounds: Very strong gusts of wind cause freezing down drafts causing cold damage and knocking creatures over that fail to save.

Seventh Round: The air becomes thick and freezing cold causing making it very dificult to breath



Fifth through Tenth Rounds: Violent rain and wind gusts reduce visibility. The rain obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has one-half concealment (attacks suffer a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Speed is reduced by three-quarters. Ranged attacks within the area of the storm are impossible. Spells cast within the area are disrupted unless the caster succeeds at a Concentration check against a DC equal to the storm of vengeance’s save + the level of the spell the caster is trying to cast.


Storm rains acid, lightning, and hail for 6d6 damage each round

The area around the caster is blasted by lightning and acidic rain. Each round, all enemies within the area of effect take 3d6 points of acid damage. Those who fail a Reflex save take an additional 3d6 points of electrical damage. [[Category:Conjuration Spells|Storm of Vengeance]]