Wednesday 8 May 2024

Druidic Spells: Weather Spells III

Druidic Spells: Weather Spells III

I looked through Priest's Spell Compendium I-III, and haven't really found any other interesting weather spells. It seems that the Weather spehere in D&D is even smaller than in GURPS. So, let's adapt my previous sorcery conversions of GURPS Weather spells to this framework.
Cloud Follower is based on the Cloud spell from GURPS Magic: The Least of Spells. I decided to shorten the range to make it cheaper. Still, at 15 points this is a rip-off, so better save it for improvisation.
Clouds is based on the eponymous GURPS Magic spell. With increased casting time and the new requirements, it became much more affordable. And it's actually useful at night!
Cloud-Vaulting is a weather-themed teleportation spell. While powerful, it is still quite affordable.
Cloud-Walking was reworked into a proper Malediction buff. I like this spell.
Control Currents changes the current's speed or direction. For such minor bonuses, it costs a lot, but that's the suffering you have to endure if you're using Control with Natural Phenomena.
Endure Elements is a spell that I simply forgot to turn into a druidic spell.
Environmental Adaptation is based on a relatively obscure Injury Tolerance variant.
Frost is a more-or-less cosmetic spell that also acts as a weak area attaack against fire beings. Also, very cheap!
Hail is yet another weather phenomenon that actually can deal damage. I found the exact numbers in GURPS Psionic Powers.
Predict Eclipse is a very situationally useful spell that one really shouldn't take as a learned spell.
Predict Weather, however, is a much more useful spell that definitely should be taken as a learned spell.
Rain probably is one of the most useful weather spells.
Rainbow, however, is one of the most useless weather spells.
Shape Clouds could be a fun way of sending messages or write slurs in the sky.
Snow is another weather spell that may be useful to adventurers.
Storm Shelter is a decent buff that may be helpful.
Tides is another spell that may be situationally useful if you need to inspect the shores.
Waves is probably very useful onboard of a seafaring vessel.
Weather Dome is a reworked Sorcery spell that now is affordable.

Cloud Follower
Keywords: Resisted (HT).
Full Cost: 25 points.
Casting Roll: Will.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Unlimited (-1/yard).
Duration: 1 minute.

A miniature cloud coalesces a few inches above the subject and follows them around. This doesn’t do anything, but it’s a useful way to mark someone: +1 to Vision rolls to notice them and -1 to their Stealth. It’s also annoying. This effect only works in air – it won’t follow the subject underwater.
Statistics: Affliction 1 (HT; Costs Fatigue, 2 FP, -10%; Disadvantage, Obvious, +1%; Environmental, Air, -5%; Fixed Duration, +0%; Malediction 1, +100%; Nature, -20%; No Signature, +20%; Reduced Duration, 1/3, -10%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [15].

Clouds
Keywords: Area (Special).
Full Cost: 18 points for level 1 + 11 points/additional level.
Casting Roll: IQ.
Components: V, S.
Cost: 2 FP to cast, 1 FP to maintain.
Casting Time: 1 minute.
Range: Self.
Duration: Indefinite.

You can create or dispel normal outdoor cloud cover in the area around yourself. This may significantly affect the illumination level at night. This spell’s area of effect has a radius of 0.1 miles per level. While you are concentrating, the cloud cover does not change regardless of the weather conditions, but once you stop concentrating, it may gradually return to normal.
Statistics: Control Clouds 1 (Costs Fatigue, 2 FP, -10%; Immediate Preparation Required, 1 minute, -30%; Natural Phenomenon, +100%; Nature, -20%; Requires Gestures, -10%; Requires Magic Words, -10%) [18/level]. Additional levels add Control Clouds +1 (Costs Fatigue, 2 FP, -10%; Immediate Preparation Required, 1 minute, -30%; Natural Phenomenon, +100%; Nature, -20%; Only increases area of effect, -50%; Requires Gestures, -10%; Requires Magic Words, -10%) [11/level].

Cloud-Vaulting
Keywords: None.
Full Cost: 50 points.
Casting Roll: IQ.
Components: V, S.
Cost: 1 FP or more; see text.
Casting Time: Special; see text.
Range: Self.
Duration: 1 second per 100 miles traveled.

You flip into the sky and bounce to your destination using clouds like trampolines. Cloud-Vaulting can only be cast outdoors. You must be able to see the destination with your own eyes, view it remotely, or visualize it clearly (which is only possible if you have visited it previously in person), and the destination must be at least 100 miles away from you. You can carry up to Medium Encumbrance when you travel.
Your casting roll is modified as follows:
Distance: A 100-mile jump does not penalize your casting roll, but add an additional -1 for each 10x increase in distance.
Preparation Time: The amount of time taken to prepare for the jump affects the IQ roll, as follows:

Preparation Time

IQ Modifier

None

-10

1 second

-5

2 seconds

-4

4 seconds

-3

8 seconds

-2

15 seconds

-1

30 seconds

0

1 minute

+1

2 minutes

+2

4 minutes

+3

8 minutes

+4

15 minutes

+5

30 minutes

+6

1 hour

+7

2 hours

+8

4 hours

+9

8 hours

+10

This table is not open-ended; +10 is the maximum possible bonus.
Removal: If you have a “second-hand” view of the destination, you are at -2 per level of removal. For instance, seeing it on TV or through someone else’s eyes would give -2, while seeing it on a television set that you are viewing through someone else’s eyes would give -4. There is an additional -2 to teleport to a place you have visited but cannot see.
Fatigue Points: Apply a bonus of +1 per additional FP spent. You must declare this before you roll, and you lose the FP whether you succeed or fail. You never have to spend FP, but it is usually a good idea if you must travel far or without much preparation.
On a success, you appear at your target destination. On a failure, you go nowhere and strain your cloud-vaulting ability: you are at -5 to cast this spell again in the next 10 minutes. On a critical failure, you arrive at the wrong destination. This can be anywhere the GM wishes! It need not be dangerous, but it should seriously inconvenience you. In addition, your spell temporarily “burns out” and will not function again for 1d hours.
If there are no clouds at all in the sky (a frequent occurrence over deserts), the subject cannot go farther than 100 miles. Storms will likewise block the subject’s path. An Acrobatics roll is required every 100 miles, at a penalty equal to the subject’s encumbrance level. On a failure, the subject falls 3dx3 yards (p. B431) and lands at a random location along the intended path – Slow Fall will save the subject from damage, but the Cloud-Vaulting spell is still broken.
This is a dizzying spell; upon arriving at your destination (or failing your Acrobatics roll), you will be physically stunned unless you can roll your Body Sense (p. B181) skill at -1 per 100 miles covered.
Statistics: Warp (Accessibility, Destination must be reachable via clouds, -10%; Accessibility, Only outdoors, -20%; Costs Fatigue, 1 FP, -5%; Extra Carrying Capacity, Medium, +20%; Minimum Range, 100 miles, -5%; Nature, -20%; No Blinking, -10%; Nuisance Effect, Acrobatics Rolls, -10%; Reliable 6, +30%; Requires Gestures, -10%; Requires Magic Words, -10%) [50].

Cloud-Walking
Keywords: Buff.
Full Cost (Self): 10 points.
Full Cost (Touch): 23 points.
Casting Roll: Will.
Components: V, S.
Cost: 1 FP.
Casting Time: 4 seconds.
Range: Self – Touch.
Duration: 30 minutes.

Clouds are like solid ground beneath subject’s feet, allowing it to walk on them at its ground Move. If the subject gets knocked down or slips, it falls! The subject may attempt one DX roll per second of falling. If he succeeds, he stops in the clouds, unharmed, if there are still any clouds beneath him. Otherwise, he hits the ground for normal falling damage (see Falling, p. B431).
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Cloud-Walking, +80%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Nature, -20%; Requires Gestures, -10%; Requires Will Roll, -5%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [10]. Notes: “Cloud-Walking” is Walk on Air (Nature, -20%; Specific, Clouds, -40%) [8]. The Touch version removes Accessibility, Self Only, -50% and Requires Will Roll, -5% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Malediction 1, +100%, Melee Attack, Reach C, -30%, and No Signature, +20% [+13].

Control Currents
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 change the direction and speed of currents of any large body of water within the 0.1-mile-radius area around you. Every level of this spell gives -1 or +1 to rolls that could be hindered or helped by currents, relative to the prevailing conditions. This can help with rolls for Boating, Seamanship, Survival and anything the GM allows.
The current 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 Currents 1 (Costs Fatigue, 2 FP, -10%; Natural Phenomenon, +100%; Nature, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [20] + Control Currents +2 (Costs Fatigue, 2 FP, -10%; Does not increase area of effect, -50%; Natural Phenomenon, +100%; Nature, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [24]. Additional levels add Control Currents +3 (Costs Fatigue, 2 FP, -10%; Does not increase area of effect, -50%; Natural Phenomenon, +100%; Nature, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [36/level].

Endure Elements
Keywords: Buff.
Full Cost (Self): 13 points.
Full Cost (Touch): 25 points.
Casting Roll: Will.
Components: V, S.
Cost: 2 FP.
Casting Time: 4 seconds.
Range: Self – Touch.
Duration: 15 hours.

The subject’s temperature comfort zone (between 35° and 90° for humans) extends by 3xHT degrees in both directions per level of this spell.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Endure Elements, +50%; Costs Fatigue, 2 FP, -10%; Extended Duration, 300x, +100%; Fixed Duration, +0%; Nature, -20%; Requires Gestures, -10%; Requires Will Roll, -5%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [13]. Note: “Endure Elements” is Temperature Tolerance 6 (Nature, -20%) [5]. The Touch version removes Accessibility, Self Only, -50% and Requires Will Roll, -5% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Malediction 1, +100%, Melee Attack, Reach C, -30%, and No Signature, +20% [+12].

Environmental Adaptation
Keywords: Buff.
Full Cost (Self): 35 points.
Full Cost (Touch): 48 points.
Casting Roll: Will.
Components: V, S.
Cost: 3 FP.
Casting Time: 4 seconds.
Range: Self – Touch.
Duration: 5 hours.

The subject’s body can adapt physiologically to any earthly environment that supports life. The subject never requires Increased Life Support (p. B139). He can endure glaciers, deserts, deep caves, the oceanic abyss, or deep-ocean vents – but on other planets or in space, he still needs life support.
The transformation takes 10 seconds, during which time the subject is unable to take any external action and may suffer harm from hostile conditions. This effect activates automatically on exposure to a different environment, but the subject can delay adaptation by making a Will roll once per minute (repeated rolls are at -2 if you suffer injury, or -5 if the injury exceeds the subject’s HP). His body may undergo visible changes in the process – including acquiring new organs such as gills – but he can’t choose a specific form or appearance.
He is not protected against Innate Attacks or weapons with comparable effects, or against sudden, intense changes such as collisions, explosions, explosive decompression, or fires.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Environmental Adaptation, +300%; Costs Fatigue, 3 FP, -15%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Nature, -20%; Requires Gestures, -10%; Requires Will Roll, -5%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [35]. Note: “Environmental Adaptation” is Injury Tolerance (Environmental Adaptation; Nature, -20%; Terrestrial, -50%) [30]. The Touch version removes Accessibility, Self Only, -50% and Requires Will Roll, -5% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Malediction 1, +100%, Melee Attack, Reach C, -30%, and No Signature, +20% [+13].

Frost
Keywords: Area (Fixed).
Full Cost: 4 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: 100 yards.
Duration: Instantaneous.

You may create a covering of frost on all surfaces in up to a 16-yard radius. You may always choose to affect a smaller area. The frost is real, and lasts indefinitely if the temperature is below freezing. In warmer conditions, the frost quickly melts to a dew. When cast upon a real or magical fire, the frost produces a cloud of steam and causes the flames to hiss for a few seconds. Only a tiny fire – a match or candle – would actually be extinguished by this spell.
This spell does one point of burning damage (it comes from extreme cold, so it cannot set things on fire) to all creatures of flame in the area of effect (fire elementals, for example).
Statistics: Burning Attack 1 point (Accessibility, Only against flaming creatures, -60%; Area Effect, 16 yards, +200%; Costs Fatigue, 1 FP, -5%; Nature, -20%; No Incendiary Effect, -10%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%; Variable, Area, +5%) [4].

Hail
Keywords: Area (Special).
Full Cost: 35 points for level 1 + 30 points/additional level.
Casting Roll: IQ.
Components: V, S.
Cost: 2 FP to cast, 1 FP to maintain.
Casting Time: 1 second.
Range: Self.
Duration: Indefinite.

You can make hail fall within the 0.1-mile-radius area around you, if there are clouds available in the area, or you can dispel hail. To work properly, this spell must be cast when the temperature is below freezing. Every level of this spell gives -1 or +1 to rolls that could be hindered or helped by hail, relative to the prevailing conditions. This can hinder concentration, Survival, and anything the GM allows. Hail deals 1d-6(0.2) + spell level crushing damage per second to everything in the area, but it has a chance to ruin Aim or concentration even without damaging the victim.
The hail 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 Hail 1 (Costs Fatigue, 2 FP, -10%; Natural Phenomenon, +100%; Nature, -20%; Requires Gestures, -10%; Requires Magic Words, -10%) [15] + Control Hail +2 (Costs Fatigue, 2 FP, -10%; Does not increase area of effect, -50%; Natural Phenomenon, +100%; Nature, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [20]. Additional levels add Control Hail +3 (Costs Fatigue, 2 FP, -10%; Does not increase area of effect, -50%; Natural Phenomenon, +100%; Nature, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [30/level].

Predict Eclipse
Keywords: Information.
Full Cost: 13 points.
Full Cost (Improved): 25 points.
Casting Roll: IQ.
Components: V, S.
Cost: 2 FP.
Casting Time: 10 minutes.
Range: Self – Unlimited (long-distance).
Duration: Instantaneous.

This spell forecasts any solar or lunar eclipses (full or partial) accurately for a given area over time. Successful casting tells the sorcerer what the eclipse will be like for the next month, plus a further month for every point of success.
Unlike most spells, Predict Eclipse takes 10 minutes to cast. The basic (13-point) version only allows the caster to ask about eclipses in the local area. The improved (25-point) version lets him predict eclipses anywhere; apply long-distance modifiers (p. B241).
Statistics: Precognition (Active Only, -60%; Long-Range 1 on Time, +50%; Nature, -20%; One Event, Eclipse, -40%; Reliable 8, +40%; Requires Gestures, -10%; Requires Magic Words, -10%) [13]. The improved version adds “Cosmic, Can divine distant subjects” (+50%) [+12].

Predict Weather
Keywords: Information.
Full Cost: 5 points.
Full Cost (Improved): 18 points.
Casting Roll: IQ.
Components: V, S.
Cost: 2 FP.
Casting Time: 5 minutes.
Range: Self – Unlimited (long-distance).
Duration: Instantaneous.

This spell forecasts the weather accurately for a given area over time. Successful casting tells the sorcerer what the weather will be like for the next day, plus a further day for every two full points of success. The GM should sum up each day with a few words: “Tomorrow will be pretty rainy; Tuesday, sunny and bright; Wednesday, cloudy with a chance of tornadoes.”
Alternatively, the caster can ask for an hourly forecast, in which case use the rules above but read “day” as “hour.” This provides far more detailed information, but at the cost of a much shorter timespan.
The basic (5-point) version only allows the caster to ask about the local weather. The improved (18-point) version lets him predict the weather anywhere; apply long-distance modifiers (p. B241).
Statistics: Precognition (Active Only, -60%; Nature, -20%; One Event, Weather, -40%; Reduced Time 1, +20%; Reliable 8, +40%; Requires Gestures, -10%; Requires Magic Words, -10%) [5]. The improved version adds “Cosmic, Can divine distant subjects” (+50%) [+13].

Rain
Keywords: Area (Special).
Full Cost: 35 points for level 1 + 30 points/additional level.
Casting Roll: IQ.
Components: V, S.
Cost: 2 FP to cast, 1 FP to maintain.
Casting Time: 1 second.
Range: Self.
Duration: Indefinite.

You can create or prevent 3 inches of rain per level within the 0.1-mile-radius area around you, if there are rain clouds available in the area. Every level of this spell gives -1 or +1 to rolls that could be hindered or helped by rain, relative to the prevailing conditions. This can help with rolls for Vision, Boating, Farming, Seamanship, Survival and anything the GM allows.
The rain 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 Rain 1 (Costs Fatigue, 2 FP, -10%; Natural Phenomenon, +100%; Nature, -20%; Requires Gestures, -10%; Requires Magic Words, -10%) [15] + Control Rain +2 (Costs Fatigue, 2 FP, -10%; Does not increase area of effect, -50%; Natural Phenomenon, +100%; Nature, -20%; Requires Gestures, -10%; Requires Magic Words, -10%) [20]. Additional levels add Control Rain +3 (Costs Fatigue, 2 FP, -10%; Does not increase area of effect, -50%; Natural Phenomenon, +100%; Nature, -20%; Requires Gestures, -10%; Requires Magic Words, -10%) [30/level].

Rainbow
Keywords: Area (Special).
Full Cost: 15 points/level.
Casting Roll: IQ.
Components: V, S.
Cost: 2 FP to cast, 1 FP to maintain.
Casting Time: 1 second.
Range: Self.
Duration: Indefinite.

Creates a rainbow. Caster must be outdoors in humid, overcast conditions during the day in order for this spell to work. However, the GM can allow the mage to use this spell in other places where there is sufficient light and humidity to allow a creditable rainbow to be formed, however the size of the rainbow will be greatly reduced. This spell’s area of effect has a radius of 0.1 miles per level.
The rainbow lasts for as long as you continue to concentrate. Once you stop, it reverts back to normal over the next few minutes.
Statistics: Control Rainbow 1 (Costs Fatigue, 2 FP, -10%; Natural Phenomenon, +100%; Nature, -20%; Requires Gestures, -10%; Requires Magic Words, -10%) [15/level].

Shape Clouds
Keywords: Area (Special).
Full Cost: 15 points for level 1 + 7.5 points/additional level.
Casting Roll: IQ.
Components: V, S.
Cost: 2 FP to cast, 1 FP to maintain.
Casting Time: 1 second.
Range: Self.
Duration: Indefinite.

This spell allows the caster to shape clouds as he sees fit. By making an Artist (Sculpting) or Artist (Illusion) skill roll he can create detailed and artistic images in the clouds. The clouds retain their shape while the caster keeps concentrating, but when he stops, the time their shape remains unchanged depends on the local weather conditions. This spell’s area of effect has a radius of 0.1 miles per level.
Statistics: Control Clouds 1 (Accessibility, Only to create images, -50%; Costs Fatigue, 2 FP, -10%; Natural Phenomenon, +100%; Nature, -20%; Requires Gestures, -10%; Requires Magic Words, -10%) [15]. Additional levels add Control Clouds +1 (Accessibility, Only to create images, -50%; Costs Fatigue, 2 FP, -10%; Natural Phenomenon, +100%; Nature, -20%; Only increases area of effect, -50%; Requires Gestures, -10%; Requires Magic Words, -10%) [7.5/level].

Snow
Keywords: Area (Special).
Full Cost: 35 points for level 1 + 30 points/additional level.
Casting Roll: IQ.
Components: V, S.
Cost: 2 FP to cast, 1 FP to maintain.
Casting Time: 1 second.
Range: Self.
Duration: Indefinite.

You can create or prevent 3 inches of snow per level within the 0.1-mile-radius area around you, if there are clouds available in the area. To work properly, this spell must be cast when the temperature is 32°F or lower. When cast under warmer conditions, this spell simply summons a thin drizzle, dampening the ground but not leaving any significant puddles. Every level of this spell gives -1 or +1 to rolls that could be hindered or helped by snow, relative to the prevailing conditions. This can help with rolls for Vision, Boating, Farming, Seamanship, Survival and anything the GM allows.
The snow 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 Snow 1 (Costs Fatigue, 2 FP, -10%; Natural Phenomenon, +100%; Nature, -20%; Requires Gestures, -10%; Requires Magic Words, -10%) [15] + Control Snow +2 (Costs Fatigue, 2 FP, -10%; Does not increase area of effect, -50%; Natural Phenomenon, +100%; Nature, -20%; Requires Gestures, -10%; Requires Magic Words, -10%) [20]. Additional levels add Control Snow +3 (Costs Fatigue, 2 FP, -10%; Does not increase area of effect, -50%; Natural Phenomenon, +100%; Nature, -20%; Requires Gestures, -10%; Requires Magic Words, -10%) [30/level].

Storm Shelter
Keywords: Buff.
Full Cost (Self): 7 points.
Full Cost (Touch): 20 points.
Casting Roll: Will.
Components: V, S.
Cost: 1 FP.
Casting Time: 4 seconds.
Range: Self – Touch.
Duration: 5 hours.

The subject is affected by bad weather as though it were a step less severe on the table on GURPS Magic, p. 194. Most often means -1 less to rolls to avoid falling overboard, see things through torrential rain, etc.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Storm Shelter, +10%; Costs Fatigue, 1 FP, -5%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Nature, -20%; Requires Gestures, -10%; Requires Will Roll, -5%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [7]. Note: “Storm Shelter” is Eye of the Storm (Nature, -20%) [1]. The Touch version removes Accessibility, Self Only, -50% and Requires Will Roll, -5% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Malediction 1, +100%, Melee Attack, Reach C, -30%, and No Signature, +20% [+13].

Tide
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 change the water level within the 0.1-mile-radius area around you by one yard per level of this spell. Every level of this spell give -1 or +1 to rolls that could be hindered or helped by tides, relative to the prevailing conditions. This can help with rolls for Boating, Seamanship, Survival and anything the GM allows.
The tide 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 Tides 1 (Costs Fatigue, 2 FP, -10%; Natural Phenomenon, +100%; Nature, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [20] + Control Currents +2 (Costs Fatigue, 2 FP, -10%; Does not increase area of effect, -50%; Natural Phenomenon, +100Tides Nature, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [24]. Additional levels add Control Tides +3 (Costs Fatigue, 2 FP, -10%; Does not increase area of effect, -50%; Natural Phenomenon, +100%; Nature, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [36/level].

Waves
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 change the strength of waves within the 0.1-mile-radius area around you. Every level of this spell gives -1 or +1 to rolls that could be hindered or helped by waves, relative to the prevailing conditions. This can help with rolls for Boating, Seamanship, Survival and anything the GM allows.
The wave 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 Waves 1 (Costs Fatigue, 2 FP, -10%; Natural Phenomenon, +100%; Nature, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [20] + Control Waves +2 (Costs Fatigue, 2 FP, -10%; Does not increase area of effect, -50%; Natural Phenomenon, +100Tides Nature, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [24]. Additional levels add Control Waves +3 (Costs Fatigue, 2 FP, -10%; Does not increase area of effect, -50%; Natural Phenomenon, +100%; Nature, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [36/level].

Weather Dome
Keywords: Area (Fixed).
Full Cost: 40 points.
Casting Roll: IQ.
Components: V, S.
Cost: 2 FP to cast, 1 FP per 3 minutes to maintain.
Casting Time: 1 second.
Range: 10 yards.
Duration: Indefinite.

A 10-yard-radius hemispherical area is protected by a transparent dome that negates all bad weather. This is all-encompassing, protecting against tornadoes, hurricanes, rains of frogs, and even magical attacks like softball-sized hail and windstorms. (It has no effect on other environmental hazards, like floods, avalanches, or wildfires.) Inside the dome, the weather remains absolutely perfect.
Statistics: Control Weather 10 (Accessibility, Only to negate bad weather, -60%; Costs Fatigue, 2 FP, -10%; Extended Duration, 3x, +20%; Nature, -20%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Magic Words, -10%) [40]. As a special effect, this forms a hemispherical dome, not a cylinder.






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