RoL d20 Dragon RoL d20
PC Gen

Control Weather

[Su, AoO, Air, Water]

Associated Skills: Arcane - Aeromancy and Hydromancy\nDivine - Elements and Nature

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Action Time
10 min (+0)\n1 min (+4)\n1 r (+8)
Base Cost
1 PP for winds
Range
Medium (+0; PoE)\nLong (+3; PoE)
Duration
Concentration (+0)\nOngoing (+4; 1 PP/h)\nPermanent (D; +8; 100 XP cost per PL)

Description

You alter the winds and/or weather in the local area. The wind effects are noticed as soon as the casting is completed, but other weather effects take approximately 10 minutes to manifest.\nFor wind, you can alter its direction and strength, and you can optionally create a calm eye around you of up to 8 square radius. Other than a normal wind blowing in a single direction, you can create a downdraft from the center outward, an updraft from the edges towards the center, or a clockwise or counterclockwise rotation. For every skill level, you can increase or decrease the wind speed by 3 m/s.

Variations & Options:

Weather option: In addition to controlling the winds, you can also increase or decrease precipitation, fog, and temperature. However, you can only create weather conditions that are appropriate for the climate and season.\nExtreme weather option: Same as weather option, but you can also create weather conditions that are not typical or appropriate for the climate and season.\nVengeance option (req Divine - Retribution): You summon a fierce storm, including black clouds, lightning, and thunder. If you concentrate on the storm for a minimum number of rounds, you can trigger specific effects in the area; after 2 or more rounds, acid rain causing 1d6 HP of damage; 3 or more rounds, six bolts of lightning strike one square each (+20 attack against Ref; S - 10d6 HP of electricity damage; F - half damage); 4 or more rounds, hailstones dealing 5d6 HP of blunt damage. Even when you don't concentrate on the storm, it reduces visibility to 1 square, effectively deafens all creatures in the area, quadruples movement costs, and makes ranged attacks impossible.\nCyclone option: As part of the wind alteration, you create a small cyclone that lasts for up to one round per skill level. The cyclone has a 2 sq diameter at the base, 6 sq diameter at the top, and is 6 sq tall. It can move 12 squares per round, and you can specify its path at the time of casting or control it each round by spending 6 AP. Creatures of Large size or smaller take 3d6 HP per round in contact with the cyclone. If a +10 attack beats the Ref of a victim of Medium size or smaller, it is bodily picked up by the cyclone and carried along, automatically taking 1d6 HP and 1d6 SP of damage per round.\nWaterspout option: You cause a waterspout to rise up from a body of water at least 2 squares wide and 4 squares deep. The spout has a 1 sq radius and is 16 sq tall, and you can move it 6 squares per round (but it must remain over water). Creatures and objects in contact with the spout suffer a +8 attack against Ref each round. A successful attack causes 4d6 SP of damage. Creatures and objects of medium size or smaller are sucked into the spout and take 2d6 SP per round for 1d3 rounds (after which they are expelled).\nMaelstrom option: You create a deadly vortex in a body of water. The vortex has a 12 square radius and is 12 squares deep, and the body of water must be at least this size. Any creature or craft of large size or smaller suffers a +10 attack against Ref each round. If the attack succeeds, the target is sucked into the vortex. Once sucked inside, a target is battered for 4d6 SP per round for 2d4 rounds (after which it is expelled).

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