Storm Call

Summon a powerful weather phenomena, such as a tornado or lightning storm.

Tier III - Druid Spell

Summon a powerful weather phenomena, such as a tornado or lightning storm, to your location.

Spell Tier III
Action Type Full Round Action
Mana Cost 4
Range 100 Meters 
Requirements Voice, 1 Free Hand
Sustain 4 Mana, 1 Free Hand
Traits Audible, Visible

You shall learn to fear nature’s fury!

Summon a devastating form of weather phenomena from the choices below.

Tornado 

Effect: Using a Full Round Action you cause a 1 Meter Blast Area wide Tornado to form within Range(100 m). The Tornado persists for 1 minute or until this spell is no longer being Sustained. The Tornado picks up Large or smaller unequipped items or objects and lifts them 5 Meters up per round, to a limit of 100 meters. Creatures in the Tornado’s Area must Roll a Strength or Dexterity Saving Throw. The DC is equal to the caster’s Spell Save DC. 

Fail: Creatures that Fail the Saving Throw are lifted up in the air 5 Meters and continue to be lifted 5 more Meters at the start of each of their turns. They cannot utilize any form of movement except flying movement while lifted by this spell. They still have access to all other Actions and may use their Action to Roll a Strength or Dexterity Saving Throw to attempt to break free of the tornado’s hold. If they succeed they move 1d4 meters away from the Tornado’s Area and immediately fall as far as they were lifted and are dealt any resulting Fall Damage.

Pass: Creatures that Pass the Saving Throw move 1d4 meters away from the Tornado at the caster’s discretion.

Special: Creatures that Fall from a great height are dealt 1d10 Blunt Damage per Meter Fallen after the first 2 meters.

Sustaining: While Sustaining this spell the caster can use their Action to cause the Tornado’s Area to move up to 6 Meters. The caster can end this Spell’s Effect while sustaining the spell using a Motion or Reaction.

Overpower: The caster can spend 1 additional Mana to increase the Range of this Spell by 50 Meters,

Or increase the Blast Area of this Spell by 1 Meter,

Or increase the Save DC for this instance of this Spell by 2, 

Or increase the Distance creatures and objects are carried upward per round/turn by 2 Meters.

Hail Storm

Effect: Using a Full Round Action you cause an intense hail storm to form above a 3 Meter Blast Area within Range(100 m). The Hailstorm persists for 1 minute or until this spell is no longer being sustained. Creatures that start their turn in the Hail Storm’s Area or move through it must roll a Dexterity or Strength Saving Throw. The DC is equal to the caster’s Spell Save DC. 

Fail: Creatures that Fail the Saving Throw are dealt 3d10 Blunt Damage.

Pass: Creatures that Pass the Saving Throw are dealt half the above damage.

Special: The Hail Storm creates Rough Terrain in the form of hail pellets in any area it occupies for 1 or more rounds.

Sustaining: While Sustaining this spell the caster can use their Action to cause the Hail Storm’s Area to move up to 6 Meters. The caster can end this Spell’s Effect while sustaining the spell using a Motion or Reaction.

Overpower: The caster can spend 1 additional Mana to increase the Range of this Spell by 50 Meters,

Or increase the Blast Area of this Spell by 1 Meter,

Or increase the Save DC for this instance of this Spell by 2

Or increase the Damage dealt by this spell’s effect by 1d10 Blunt Damage.

Lightning Storm

Effect: Using a Full Round Action you cause a Lightning Storm to form in the clouds above within Range(100 m). The Lightning Storm persists for 1 minute or until this spell is no longer being sustained. The storm causes the lighting conditions to become Dim. Rain falls and creatures exposed to the elements become Wet after 1 Round of exposure and Soaked after 3 Rounds or more. The narrator may deem that puddles and mud form in the area within 3 rounds, creating Rough Terrain and Water Sources.

Lightning strikes periodically within the Spell’s Range(100 m). Lighting Strikes once at the start of every other round, starting this at the end of this Round. It always strikes the highest and most electrically attractive structure, object, item or creature within the Spell’s Range. Metal is particularly attractive. 

Lightning Strike: A 1 Meter Blast Area is struck by Lightning, starting at the point of Attraction. Creatures in the Area must Roll a Dexterity Saving Throw. The DC is 18.

Fail: Creatures that Fail the Saving Throw are dealt 6d6 Electrical Damage.

Pass: Creatures that Pass the Saving Throw are dealt half the above damage.

Special: Unequipped Flammables within this spell’s area automatically ignite. Wet, Soaked or creatures currently standing in or submerged in Water or Liquid are dealt double damage.

Sustaining: The caster can end this Spell’s Effect while sustaining the spell using a Motion or Reaction.

Overpower: The caster can spend 1 additional Mana to increase the Range of this Spell by 50 Meters,

Or increase the Blast Area of this Spell by 1 Meter,

Or increase the Save DC for this instance of this Spell by 2,

Or increase the Damage dealt by this spell by 1d6 Electrical Damage per Lightning Strike.

Sandstorm

(dry or desert regions only)

Effect: Using a Full Round Action you cause a high speed Sandstorm to form in a 10x10 Meter Area within Range(100 m). The Sandstorm persists for 1 minute or until this spell is no longer being sustained. The storm causes the lighting conditions to become Dim. Living creatures without eye protection that start their turn in the Sandstorm’s area or move through it must Roll a Constitution Saving Throw. The DC is equal to the caster’s Spell Save DC.

Fail: Creatures that Fail the Saving Throw are Blinded until the end of their next turn and dealt 2d6 Puncture Damage.

Pass: Creatures that Pass the Saving Throw are Distracted and dealt half the above damage.

Special: Creature’s in the Storm’s area can use their Action to protect their Eyes until the end of their next turn, preventing the blinding and damaging effects of this spell.

Sustaining: While Sustaining this spell the caster can use their Action to cause the Sandstorm's Area to move up to 6 Meters. The caster can end this Spell’s Effect while sustaining the spell using a Motion or Reaction.

Overpower: The caster can spend 1 additional Mana to increase the Range of this Spell by 50 Meters,

Or increase the Area of this Spell by 1x1 Meters,

Or increase the Save DC for this instance of this Spell by 2,

Or increase the Damage dealt by this spell by 1d6 Puncture Damage.

Rogue Wave

(open water only)

Effect: Using a Full Round Action you cause a high speed Rogue Wave to form in a 10x10 Meter Area in the waters within Range(100 m). The Rogue Wave persists for 1 minute or until this spell is no longer being sustained. The Rogue Wave Moves 10 Meters in one direction now and at the end of each of the Caster’s Turns. Exposed Creatures and vessels the Rogue Wave comes into contact with and envelopes with its area must Roll a Dexterity or Strength Saving Throw. The DC is equal to the caster’s Spell Save DC. 

Fail: Creatures that Fail the Saving Throw are Pushed/Pulled a number of meters equal to 1 + the distance the Rogue Wave traveled after occupying that creature's same space and dealt 3d6 Blunt Damage. Vessels(Pilot Rolls DEX Saving Throw) that Fail the Saving Throw are Pushed 1d4 Decameters and dealt 3d6 Blunt Deca-Damage. 

Pass: Creatures that Pass the Saving Throw are Pushed/Pulled Half the above distance and dealt half the above damage. Vessels(Pilot Rolls DEX Saving Throw) that Fail the Saving Throw are Pushed Half as far and are dealt half the above damage.

Sustaining: While Sustaining this spell the caster can use their Action to cause the Rogue Wave’s Area to move up to 10 Meters. The caster can end this Spell’s Effect while sustaining the spell using a Motion or Reaction.

Overpower: The caster can spend 1 additional Mana to increase the Range of this Spell by 50 Meters,

Or increase the Area of this Spell by 1x1 Meters,

Or increase the Save DC for this instance of this Spell by 2,

Or increase the Damage dealt by this spell by 1d6 Blunt Damage.

Hurricane

(coastal regions or open water only)

Effect: Using a Full Round Action you cause a Hurricane to form in the clouds above within Range(100 m). The Hurricane persists for 1 minute or until this spell is no longer being sustained. The caster may determine which direction the hurricane’s winds are blowing. The storm causes the lighting conditions to become Dim. Rain falls and creatures exposed to the elements become Wet after 1 Round of exposure and Soaked after 3 Rounds or more. The narrator may deem that puddles and mud form in the area within 3 rounds, creating Rough Terrain and Water Sources.

All creatures that start their turn or move through the hurricane outdoors must roll a Dexterity or Strength Saving Throw. The DC is 18.

Fail: Creatures that Fail the Saving Throw are dealt 2d6 Puncture Damage from flying debris and a pushed 1d10 Meters in the direction the Hurricanes winds are blowing.

Pass: Creatures that Pass the Saving Throw are dealt half the above damage and pushed half as far.

Sustaining: The caster can end this Spell’s Effect while sustaining the spell using a Motion or Reaction.

Overpower: The caster can spend 1 additional Mana to increase the Range of this Spell by 50 Meters,

Or increase the Save DC for this instance of this Spell by 2,

Or increase the Damage dealt by this spell by 1d6 Puncture Damage.