Wednesday 17 January 2024

Druidic Spells: Weather Spells

Druidic Spells: Weather Spells

The college of Weather has significant overlaps with the colleges of Air and Water. D&D's Player's Handbook doesn't really have that many weather spells in it, so eventually I will have to take a look at other books (D&D or GURPS) to expand the list. So, here we have the two final druidic spells. Control Weather is an expensive generic weather control spell. I decided to skip Storm of Vengeance, as it would be way too expensive and I just find it to be a strange spell, so let's have a normal Storm spell from GURPS Magic.


    Control Weather
    Keywords: Area (Special).
    Full Cost: 58 points for level 1 + 48 points/additional level.
    Casting Roll: IQ.
    Components: V, S.
    Cost: 2 FP to cast, 1 FP to maintain.
    Casting Time: 4 seconds.
    Range: Self.
    Duration: Indefinite.

    You can change the weather within the 0.1-mile-radius area around you – change the direction and strength of wind, cause clouds to gather, make precipitation fall, calm or cause storms. Every level of this spell gives -1 or +1 to rolls that could be hindered or helped by weather, relative to the prevailing conditions. This can help with rolls for Boating, Farming, Seamanship, Survival and anything the GM allows.
    The weather adjustment lasts for as long as you continue to concentrate. Once you stop, it reverts back to normal over the next few minutes.
    Statistics: Control Weather 1 (Costs Fatigue, 2 FP, -10%; Natural Phenomena, +100%; Nature, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [26] + Control Weather +2 (Costs Fatigue, 2 FP, -10%; Does not increase area of effect, -50%; Natural Phenomena, +100%; Nature, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [32]. Additional levels add Control Weather +3 (Costs Fatigue, 2 FP, -10%; Does not increase area of effect, -50%; Natural Phenomena, +100%; Nature, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [48/level]. Note: As this is one advantage (Control Weather) with the Costs Fatigue, 2 FP limitation, not two, it costs only 2 FP to use.

    Storm
    Keywords: Area (Special).
    Full Cost: 44 points for level 1 + 36 points/additional level.
    Casting Roll: IQ.
    Components: V, S.
    Cost: 2 FP to cast, 1 FP to maintain.
    Casting Time: 4 seconds.
    Range: Self.
    Duration: Indefinite.

    You can create or dispel a storm within the 0.1-mile-radius area around you, if there are clouds available in the area. Depending on ambient temperature and humidity, it may be a simple windstorm or include rain, snow or hail – the odd lightning bolt, too. This is particularly effective at sea. Every level of this spell gives -1 or +1 to rolls that could be hindered or helped by storm, relative to the prevailing conditions. This can hinder concentration, Boating, Survival, and anything the GM allows.
    The storm adjustment lasts for as long as you continue to concentrate. Once you stop, it reverts back to normal over the next few minutes.
    Statistics: Control Storm 1 (Costs Fatigue, 2 FP, -10%; Natural Phenomena, +100%; Nature, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [20] + Control Storm +2 (Costs Fatigue, 2 FP, -10%; Does not increase area of effect, -50%; Natural Phenomena, +100%; Nature, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [24]. Additional levels add Control Storm +3 (Costs Fatigue, 2 FP, -10%; Does not increase area of effect, -50%; Natural Phenomena, +100%; Nature, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [36/level]. Note: As this is one advantage (Control Storm) with the Costs Fatigue, 2 FP limitation, not two, it costs only 2 FP to use.


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