(Weather) Control - Sorcery Spell Idea

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alex_greene
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(Weather) Control - Sorcery Spell Idea

Postby alex_greene » Sat Jul 13, 2013 11:51 am

Something awesome for the weekend - something I have been working on.

(Weather) Control
Concentration
This is a collection of spells, each controlling one aspect of the local weather. These spells affect temperature, humidity, wind speed and direction, cloud cover and precipitation, as well as weird and directed weather phenomena.

Each of these spells affects an area radius equal to 10 kilometres per point of Intensity.

The caster can adjust the weather at any time during the Duration of the spell; once the caster stops concentrating, the weather remains at that level until the spell ends, or it is dispelled, or until the caster resumes concentrating on it to adjust the weather again. While not concentrating on adjusting the phenomenon, the spell is Autonomous.

Temperature
The sorcerer can adjust the temperature +/- 1 degree C per point of Intensity per minute of concentration. The highest temperature ever recorded on Earth was 58 degrees Celsius in the Libyan desert, and the lowest temperature was -88 degrees C in Antarctica.

Wind Speed And Direction
The caster can change the wind's direction by concentrating for one minute. This spell adjusts the wind's STR +/- 1 STR per point of Intensity per minute of concentration. Use the table on p. 231 of Legend Core Rulebook to measure the effects.

Cloud Cover And Precipitation
The caster can change the cloud cover up or down by up to +/- 1% per point of Intensity per minute of concentration. He can also automatically start and stop precipitation, and adjust the scale of rain up or down one row of the table on p. 231 of Legend Core Rulebook per minute of concentration, up to the maximum local cloud cover (e.g if local cloud cover is only Slightly Overcast, the maximum scale of rain will be Moderate).

Directed Phenomena and Weirdness
The caster can direct individual weather phenomena that he controls, aiming them to strike at targets, even from out of a clear sky. This requires intense concentration on the caster's part. Examples include hurling hailstones at targets, directing gusts of wind to batter them and knock them down, and even calling forth lightning from the sky.

Each such phenomenon requires that the caster roll his Sorcery (Grimoire) skill and spend 1 Magic Point. Only one such phenomenon can be invoked in any given combat round. The sorcerer is considered to be concentrating fully on the spell; if he is struck, not only do the attacks cease, but the whole weather control spell will unravel, letting the weather return to its previous state within 1d3 hours. Because he is concentrating, he cannot use CA for anything else but moving at half his Speed.

Heatwave - The caster generates a localised region of intensely hot air, which damages unprotected targets. Damage cannot be resisted, but the column can be Evaded easily unless the targets are prevented from leaving the affected area. Use the Fire and Heat table on p. 83 of Legend Core Rulebook - Intensity up to 4 affects targets as if they were in a Large Flame; Intensity 5 and 6, as if they were caught in a Small Fire; Intensity 7 and 8 as if they were in a Large Fire, and Intensity 9+ as if they were in an Inferno. Inflammable items caught in the affected area have a percentage chance of igniting equal to 10 times the Intensity.

Chill Blast - The caster calls forth a microburst of intense cold air down upon the targets. This cold air inflicts severe damage on unprotected targets. Damage cannot be resisted, but the column can be Evaded easily unless the targets are prevented from leaving the affected area. Use the Cold table on p. 84 of Legend Core Rulebook - Intensity up to 4 affects targets as if they were in an area of Cold; Intensity 5 and 6, as if they were caught in an area of Intense Cold; Intensity 7 and 8 as if they were in a Freezing region, and Intensity 9+ as if they were in an Intensely Freezing region. Think of that "eye of the storm" thing from the movie The Day After Tomorrow.

Wind Strike - The caster calls a gust of wind to knock down his foes. The attack has a STR equal to twice the affected local wind STR for this purpose. Manipulation points can be spent on Targets. This can be resisted with Resilience.

Hail - Bashing hailstones rain down upon the targets, inflicting 1 point of damage per level of Intensity per round that the caster concentrates. Manipulation points can be spent on Targets. These stones can be Evaded.

Thunder and Lightning - Lightning stabs the ground near the characters, and a blast of thunder shakes them. Characters resist with Resilience; if they fail, they are knocked off their feet and rendered unconscious for 1d2 minutes, and rendered deaf for 1d6 minutes. Unlike the Divine spell Crash of Thunder, those who fumble the Resilience roll are not rendered permanently deaf.

Fortean Effects - The caster must concentrate for one minute. The weather takes on a distinctly weird turn - frogs or small fish rain down from the sky, or the rain turns red with some unidentified, inedible, gelatinous crud that stinks of rot (halve CHA until it is washed off). Each weird phenomenon lasts 1d2 minutes. Other phenomena, such as the Rain of Blood or River of Blood Divine spells from Arcania of Legend: Blood Magic could result - use those spell descriptions, if you have them, substituting Intensity for Magnitude in their spell descriptions. The caster has no control over what form the weird weather phenomenon takes - he could concentrate and hope for a fall of fish from the sky, only to receive a hail of dead birds instead.
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Prime_Evil
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Re: (Weather) Control - Sorcery Spell Idea

Postby Prime_Evil » Sat Jul 13, 2013 12:19 pm

Very nice. Would there be an equivalent divine magic spell, since weather manipulation seems to be a favourite tactic of many gods?

Hmmmm....I really must post a few of the new spells that I've come up with. I haven't updated the Spells of Legend manuscript for a while...
alex_greene
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Re: (Weather) Control - Sorcery Spell Idea

Postby alex_greene » Sat Jul 13, 2013 12:31 pm

Divine Magic already has Rain, Fog, Crash of Thunder, and Rain of Blood and River of Blood from Arcania of Legend: Blood Magic. Even Common Magic has Skybolt.

I figured that sorcery would have its own version - and, as it is sorcery, it would be awesome, being the showoffs that sorcerers are.
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alex_greene
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Re: (Weather) Control - Sorcery Spell Idea

Postby alex_greene » Sat Jul 13, 2013 12:41 pm

I think humidity could be included in (Cloud Cover And Precipitation) Control. High humidity can be generated in the air (where humidity, like cloud cover, is a percentage figure which can be raised or lowered at the same rate as for cloud cover); humidity in the air could be combined with a still wind and lowering temperatures to create a thick blanket of fog covering the entire affected region. At ambient temperatures of below zero, that fog will condense as a frost, killing ground plants.

There's a whole discussion about dew points and the like, but the ability to generate or disperse fog should definitely be included in the description for (Cloud Cover And Precipitation) Control.
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p_Clapham
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Re: (Weather) Control - Sorcery Spell Idea

Postby p_Clapham » Wed May 07, 2014 6:41 pm

Deus Vult has a bunch of new sorcery spells including a weather control spell.

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