With ties to Air and Water magic, the Storm tradition grants control over the weather such that users of these spells can call down rain, loose bolts of lightning, and unleash the most brutal storms imaginable to scour the landscape.
Like other elemental traditions, most people come to Storm magic after having learned its secret name from a genie, perhaps heard in the midst of a raging hurricane or echoing in one’s ears after being struck by lightning. A few of its adherents discover the tradition through research and study, but they must have the strength of will to focus the magic and call forth the power of the storms.
Drench
Area A cylinder, 10 yards tall with a 5-yard radius, centered on a point within medium range
Duration 1 round
A heavy rain falls in the area for the duration. The rain heavily obscures the area and extinguishes all unprotected, natural flames. The rain might have other effects at the GM’s discretion.
Electric Eel Skin
Duration 1 minute
For the duration, when a creature that touches you or deals damage to you with a melee weapon made of metal, the creature must get a success on an Agility challenge roll or take 1d6 damage and drop whatever it is holding. That object slides 1d6 yards away in a direction you choose.
Triggered When a creature touches you or deals damage to you with a melee weapon made of metal, you can use a triggered action to cast this spell. The triggering creature must get a success on an Agility challenge roll with 3 banes or take 1d3 + 1 damage and become dazed for 1 round. The spell then ends.
Fog
Area A cylinder, 3 yards tall with a 5-yard radius, centered on a point within medium range
Duration 1 hour; see the effect
Fog spreads through and partially obscures the area for the duration or until dispersed by wind.
Jolt
Target One creature you can reach
Lightning crackles over your hand as you reach out to touch the target. Make a Will attack roll against the target’s Agility. If the target is made of metal or wears metal armor, you make the attack roll with 1 boon. On a success, you touch the target, shocking it for 1d6 + 3 damage. The target then flies 1d3 yards away from you and falls prone.
Attack Roll 20+ The target takes 1d6 extra damage.
Shock
Target One creature within short range
Make a Will attack roll against the target’s Agility. You make the attack roll with 1 boon if the target is wearing metal or is made from metal. On a success, the target takes 1d6 damage.
Attack Roll 20+ The target also becomes dazed until the end of the round.
Forked Lightning
Target Up to two creatures or objects within short range of each other and within medium range of you
For each target, make a Will attack roll against its Agility. You make the attack roll with 1 boon if the target is wearing metal or is made from metal. On a success, the target takes 1d6 + 2 damage.
Attack Roll 20+ The target takes 1d6 extra damage.
Freezing Fog
Area A cylinder, 3 yards tall with a 5-yard radius, centered on a point within medium range
Duration 1 minute; see the effect
Fog spreads through and partially obscures the area for the duration or until dispersed by wind. The ground in the area becomes slippery and is difficult terrain until the effect ends. Any creature in the area when you cast the spell or at the end of a round for the duration must make a Strength challenge roll. On a failure, it takes 1d3 damage and becomes slowed for 1 round.
Saint Astrid’s Flame
Target Up to three creatures or objects within short range
Duration 1 minute
Harmless green flames envelop each target for the duration. Each target sheds light in a 1-yard radius and cannot become invisible or hidden from creatures that can see it, and creatures make attack rolls against it with 1 boon.
Sleet
Area A cylinder, 20 yards tall with a 10-yard radius, centered on a point within long range
Duration 1 hour
Sleet falls from the top of the area to blanket the ground under it. The area becomes partially obscured for the duration. At the start of the next round, surfaces covered by the sleet become slippery. Any creature that moves at least 2 yards across such a surface must get a success on an Agility challenge roll or fall prone and stop moving for that turn.
Finally, the spell empowers Storm and Water attack spells cast from the area or into it. When a creature casts an attack spell from either of these traditions, the spell grants 1 boon on the attack roll or imposes 1 bane on challenge rolls made to resist the spell.
Stunnig Bolt
Target One creature within short range
You loose crackling lightning from your outstretched finger in the direction of the target. Make a Will attack roll against the target’s Agility. If the target wears metal armor or is made of metal, you make the attack roll with 1 boon. If the creature takes half damage from lightning or is immune to damage from lightning, this spell has no effect on it. On a success, the lightning hits the target. Roll 3d6. If the total of the roll equals or exceeds the target’s Strength score, the target falls prone and becomes stunned for 1 round.
Attack Roll 20+ Roll 5d6 instead of 3d6.
Call Lightning
Requirement You must be outdoors.
Target A point on the ground within long range
A bolt of lightning strikes the target from the sky and deals 3d6 + 5 damage to everything within 3 yards of that point. Each creature that takes damage in this way must make a Strength challenge roll. It becomes deafened for 1 hour on a failure, or just takes half the damage on a success.
Sacrifice You can expend a casting of this spell to cast forked lightning.
Poisonous Fog
Area A cylinder, 2 yards tall with a 5-yard radius, centered on a point within medium range
Duration 1 minute; see the effect
Purple fog spreads through and heavily obscures the area for the duration or until dispersed by wind. The fog is heavier than air, so it settles into cracks and openings in the ground below it. At the end of each round for the duration, roll a d6. If the number is even, the cloud moves half that many yards away from you.
When the fog appears and at the end of each round for the duration, each creature in the area must get a success on a Strength challenge roll or take 1d6 damage and become poisoned for 1 round. While poisoned in this way, the creature is also immobilized.
Ride the Lightning
Requirement You must be outdoors
Target Two points, one in your space and the other on a flat surface within medium range
A bolt of lightning erupts at the point in your space and streaks up into the sky, carrying you with it. The lightning deals 1d6 + 3 damage to everything within 2 yards of it. A creature that gets a success on an Agility challenge roll takes half the damage.
Then, a second bolt of lightning drops from the sky to strike the second point, dealing 2d6 damage to everything within 2 yards of it. A creature that gets a success on an Agility challenge roll takes half the damage. You then reappear safely in an open space within 2 yards of the second point.
Sacrifice You can use an action and expend a casting of this spell to cast the forked lightning spell
Shape Cloud
Target One body of mist you can see that fits inside a cube of space up to 1 mile on a side
Duration 8 hours (see effect)
You shape the target to assume whatever form you choose. You can move the mist inside the space up to a half-mile in any direction. If you bring the mist to the ground, it heavily obscures its area. You can also alter the shape of the mist to take on whatever form you desire. Mist altered in this way retains its shape for the duration or until it is dispersed by a strong wind.
If you use this spell to alter the shape of clouds, the new shape can typically be seen from up to 5 miles away.
Sacrifice You can use an action and expend a casting of this spell to cast the freezing fog Storm spell.
Storm Blessing
Duration 1 hour
For the duration, you have a +4 bonus to Speed and you take half damage from cold, lightning, and thunder. Unless you choose otherwise, normal precipitation does not touch you, light wind does not affect you, and you are not discomfited by minor cold or heat.
Triggered On your turn, you can use a triggered action to cast this spell. The duration becomes 1 minute.
Sacrifice You can use an action and expend a casting of this spell to cast the jolt spell.
Deluge
Requirement You must be outdoors
Area A cylinder with a 1/2-mile radius that reaches up to the sky, centered on a point on the ground you can reach
Duration 1 hour
Black clouds gather above the area and release a torrential downpour that lasts for the duration. The area becomes heavily obscured and difficult terrain. The rain extinguishes all flames, natural and magical, in the area. The spell might have additional effects at the GM’s discretion.
Finally, the spell empowers Storm and Water attack spells cast from the area or into it. When a creature casts an attack spell from either of these traditions, the spell grants 1 boon on the attack roll or imposes 1 bane on challenge rolls made to resist the spell.
Sacrifice You can use an action and expend a casting of this spell to cast the poisonous fog spell
Hailstorm
Area A cylinder, 2 yards tall with a 5-yard radius, centered on a point within long range
Duration 1 minute
Hail falls from clouds that spread through the area and remain for the duration, partially obscuring the area below. For the duration, creatures in the area and within 5 yards of the area’s edge are deafened. The ground in the area becomes difficult terrain until the hail melts.
When you cast the spell, and at the end of each round for the duration, the hail deals 3d6 damage to anything in the area that does not have shelter. Each creature that takes damage in this way must make an Agility challenge roll. It falls prone on a failure, or just takes half the damage on a success.
Lightning Bolt
Area A line, 30 yards long and 1 yard wide, originating from a point you can reach
Lightning travels 5d6 yards along the area. If it encounters a solid object before it reaches the end of the line, the bolt rebounds and travels back toward you in a straight line up to the remaining distance. The lightning deals 5d6 damage to everything in the area. Each creature in the area must make an Agility challenge roll, with 1 bane if it is made from metal or wearing heavy armor. A creature in the path of a rebounding lightning bolt makes the roll twice. On a success, the creature takes half the damage.
Thunderbolt
Area A 3-yard-radius sphere centered on a point within medium range
A deafening noise erupts from the center of the area that can be heard from up to 1 mile away. Each creature in the area that can hear the noise must make a Strength challenge roll with 2 banes. A creature falls prone, becomes stunned for 1 round, and becomes deafened for 1 hour on a failure, or impaired for 1 round on a success. Each creature within 20 yards of the area must get a success on a Strength challenge roll or become deafened for 1 minute.
Acid Rain
Area A cylinder, 2 yards tall with a 5-yard radius, centered on a point within long range
Duration 1 minute
Acidic green rain falls from clouds that spread through the area and remain for the duration, partially obscuring the area below. When you cast the spell, and at the end of each round for the duration, the rain deals 5d6 damage to each creature in the area that does not have shelter. Each creature that takes damage in this way must make a Strength challenge roll, taking half the damage on a success.
Cloud Chariot
Area A cube of space, 5 yards on a side, originating from a point within short range
Duration 1 hour
Clouds gather inside the area until they take the shape of a chariot drawn by four winged horses. The chariot and horses count as one object with Health 50. The chariot can hold creatures and objects whose total Size does not exceed 8. The maximum Speed for this vehicle is 24 (acceleration 6/deceleration 6) in combat or 60 miles per hour out of combat. The vehicle can move by flying. The chariot moves as you direct it using spoken commands, and the vehicle follows your most recent command until you give it a new one.
The chariot provides cover to all its occupants, and its space is partially obscured by the clouds. If the spell ends while the chariot is airborne, its occupants fall.
Sacrifice You can use an action and expend a casting of this spell to cast the hailstorm spell
Smog
Area A 12-yard-long cone originating from a point you can reach
Duration 1 minute; see the effect
Thick, billowing clouds of foul-smelling smoke come pouring out from your hand to fill the area. At the end of each round until the spell ends, the smoke spreads 1d3 yards out from the area. The smoke heavily obscures its area and makes the area difficult terrain.
When you cast the spell and at the end of each round thereafter, each living and breathing creature in the area must make a Strength challenge roll with 1 bane. A creature takes 2d6 + 1 damage from the poisonous vapors and becomes poisoned for 1 minute on a failure. When poisoned in this way, a creature is also fatigued. If the creature is already poisoned, it instead takes 2d6 extra damage. On a success, the creature takes just half the damage.
Aftereffect All ordinary plants in the area wither and die.
Bind Storm Genie
Target A cube filled with smoke, vapor, or mist, 2 yards on a side, originating from a point within long range
Duration 1 minute
At the end of the round in which you cast this spell, the target becomes a Size 2 storm genie (see page 137). You cannot voluntarily end this spell. When the genie appears, make a Will attack roll against its Will. The genie becomes compelled for the duration on a success, or becomes hostile to you on a failure.
Dancing Lightning
Area A 20-yard-long cone originating from a point you can reach
You release a flood of crackling lightning that deals 6d6 damage to everything in the area. Any creature wearing metal armor takes double damage. A creature in the area can make a Strength challenge roll; it takes half the damage on a success, or it also falls prone and becomes defenseless for 1 round on a failure.
Leaping Lightning
Target One creature within long range; see the effect
You hurl lightning at the target. Make a Will attack roll against its Agility. You make the attack roll with 1 boon if the target is wearing metal or is made from metal. On a success, the target takes 8d6 damage, and you can repeat the attack against a different target within long range of the first. Each time you do so, you must choose a target you have not attacked with this casting of the spell and reduce the damage dealt by 2d6. When the number of damage dice drops to 0, the effect ends.