Weather - networkingguru/incursion-roguelike GitHub Wiki

Weather

WEATHER
  Granted Power: At 1st level you gain the Nature Sense special ability and may see through fog and mist.
Offered By: Hesani, Sabine.
Weather Domain Spells:
  1: Wall of Fog (Arcana) [Air] [Water]
Level: Druid 1, Mage 1, Weather 1, Air 1
Mana: 1. Long duration. Base Success: 90%.
  Conjures a curtain of fog useful for, among other things, blocking spellcasters and archers' lines of sight. Characters with true sight or Nature Sense can see through fog clearly, and anyone can see creatures within one square of the fog on either side.
  2: Gust of Wind (Evocation) [Air]
Level: Druid 2, Mage 2, Weather 2, Bard 2
Mana: 4. No AoO. Base Success: 90%.
  Creates a tremendous blast of wind that forces enemies it strikes 1d4 + 1 per three levels starting at 1st backwards. The wind can also be used to disperse fog created by spells like obscurement, fog cloud, mind fog, stinking cloud or pyrotechnics, or the similar conjurations of rainstorm, summon swarm or insect plague, or the fumes produced by a thunderbeast. This dispersal is automatic.
  3: Ice Storm (Evocation) [Cold]
Level: Druid 4, Mage 4, Weather 3, Bard 4, Ranger 4
Reflex partial. Mana: 8. Base Success: 75%.
  This spell can be cast in one of two forms, at the caster's elective, as follows:
   Hail Storm: Conjures a brief storm of biting cold and huge, hard hailstones in a 60 foot (6 square) radius area, inflicting 3d10 points of damage, plus one per caster level. Half this damage is cold damage; the other half is trauma damage, and cannot be avoided by resistances.
   Sleet Storm: Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 15 Balance check. Failure means it can't move in that round, while failure by 5 or more means it falls.
  4: Lightning Bolt (Evocation)
Level: Mage 3, Weather 4
Reflex partial. Mana: 6. Base Success: 75%.
  Creates a bolt of lightning that inflicts 1d6 points of damage for every caster level.
  5: Control Winds (Arcana)
 * * * NOT IMPLEMENTED YET * * * [Air]
Level: Druid 5, Weather 5
Mana: 10. Base Success: 75%.
    Using this spell, a druid can evoke one of five distinct possible effects:
   Zone of Wind: The druid creates an area 6 squares in radius where winds thrash at terrible velocity. This makes the use of bows impossible and grants a -6 penalty to all thrown weapons. It extinguishes torches, prevents the entry of swarms into the area and requires spellcasters to make a Concentration check (DC 10 + twice your caster level) in order to cast spells.
   Hold Vapour: The spell can be used to paralyze any air elementals or similar gaseous creatures such as vampiric mists or mages using gaseous form. This affects all creatures within 60 feet of the casting druid.
   Still Air: This effect negates the Zone of Wind version above, destroys a wind wall and prevents anyone from using the gust of wind spell inside its area.
   Wind Shield: This version summons a corona of howling winds around the caster, granting her a +4 circumstance to AC and a Sound Resistance of 8.
   Hold Ship: This version of the Control Wind spell can be used to paralyze any ship- based moving encounter on the overland screen for one hour per caster level.

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