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wxdruid
2006-11-25, 09:50 PM
These are my first tries, so feel free to suggest changes.

Supercell Thunderstorm

Evocation [Weather]
Level: Druid 9
Components: V, S, M
Casting Time: 1 round
Range: Long (400ft + 40ft/level)
Effect: 5 mile radius storm cloud, 1000 ft above the ground
Duration: 10 rounds
Saving Throw: none
Spell Resistance: none

You extend both hands towards the sky and chant the spell. In one hand you sprinkle fresh spring water into the air, in the other hand you free a captive cloud from a vial. The dark storm clouds gather and the wind picks up.

First round: The gust front forms and produces 55mph winds, blowing away small creatures and poorly constructed structures.
Second round: The rain shaft forms and visibility under the storm is reduced to 0 miles and movement speed is reduced by half. Lightning strikes deal 1d6 electricity damage per caster level (max 10d6). Lightning strikes start this round and occur in each following round.
Third round: The hail shaft forms in the center of the storm, producing 3” hailstones that pound the ground and anyone underneath is dealt 5d6 points of cold damage.
Fourth round: The wall cloud forms in the right rear quadrant of the supercell.
Fifth round: The tornado forms from the wall cloud and descends to the ground. It is an F-1 tornado, producing winds of 73-112mph. Inside the tornado ranged attacks are almost impossible (attack modifier -8). Medium or smaller creatures are blown away, roll 1d4x10ft and take 1d4 nonlethal damage per 10 ft. Large creatures are knocked over. Huge creatures are slowed to half speed.
Sixth round: The tornado’s strength increases to F-3 with winds of 158-206 mph. Ranged attacks are impossible. All Large or smaller creatures are blown away, Huge creatures are knocked down and larger creatures are slowed to half speed. Trees uprooted and well constructed buildings are damaged.
Seventh round: The caster gains the ability to control the path of the tornado, he or she can guide it up to 15ft from side to side and speed it up to 30mph.
Eighth round: All the prior effects continue, the caster has the option to guide the storm itself at 5mph in any direction or start the dissipation of the supercell. All effects will automatically continue until the 10th round unless dissipated by the caster.

extra: if the caster has the prestige class of Stormlord, she can fly and move normally through the storm.

wxdruid
2006-11-25, 09:51 PM
Freezing Rain
Evocation [Weather]
Level: Druid 7
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Effect: Ray
Duration: 1 round/level
Saving Throw: ½ Reflex, see text
Spell Resistance: none

You cast small shards of glass into the air and point your finger at your target, while chanting the spell. Ice starts to form around your target, impeding movement. Reflex save for ½ speed. The ice builds in layers each round and a reflex save is required for each round it is actively growing new layers. On the first round that the target fails the reflex save the target is immobilized and cannot move until the ice is melted off. For each additional round the target is immobilized, take 1d4 CON damage until the ice is removed. CON will be restored after 24 hrs or by the appropriate spell. If the target is immune to the cold, they will be able to resist the CON damage.

If a flyer is affected by this spell, she must make the reflex save or plummet to the ground, taking damage as she hits the ground. (take standard falling damage).

Swimmers will not be affected if the water temp is above 35F or if they are in swiftly running water. However if the swimmer is in calm water below 32F there is a 25% chance that ice will start to form and remain on them.

Ways to melt the ice: Target them with a warming spell of some type, or if they can heat themselves from the inside. Otherwise the ice will remain for 5 rounds.

El Jaspero, the Pirate King
2006-11-26, 11:04 AM
Freezing Rain
Evocation [Weather]
Level: Druid 7
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Effect: Ray
Duration: 1 round/level
Saving Throw: ½ Reflex, see text
Spell Resistance: none

You cast small shards of glass into the air and point your finger at your target, while chanting the spell. Ice starts to form around your target, impeding movement. Reflex save for ½ speed. The ice builds in layers each round and a reflex save is required for each round it is actively growing new layers. On the first round that the target fails the reflex save the target is immobilized and cannot move until the ice is melted off.

This is an interesting spell, but you might want to think about a couple mechanics:

1) What happens to creatures with alternate modes of movement? Flyers and swimmers would certainly be affected differently by this spell, for starters.

2) Does the immobilization last for the duration of the spell? Is there any way to remove the ice faster, by either breaking or melting it?

3) Wouldn't being encased in ice cause damage to the affected creature unless it had cold resistance? Flat-out d6s are kind of boring, but temporary Con damage might be tasty.

Rumda
2006-11-27, 06:06 AM
These are my first tries, so feel free to suggest changes.

Supercell Thunderstorm

Evocation [Weather]
Level: Druid 9
Components: V, S, M
Casting Time: 1 round
Range: Long (400ft + 40ft/level)
Effect: 5 mile radius storm cloud, 1000 ft above the ground
Duration: 10 rounds
Saving Throw: none
Spell Resistance: none

You extend both hands towards the sky and chant the spell. In one hand you sprinkle fresh spring water into the air, in the other hand you free a captive cloud from a vial. The dark storm clouds gather and the wind picks up.

First round: The gust front forms and produces 55mph winds, blowing away small creatures and badly constructed structures.
Second round: The rain shaft forms and visibility under the storm is reduced to 0 miles and movement speed is reduced by half. Lightning strikes deal 1d6 electricity damage per caster level (max 10d6). Lightning strikes start this round and occur in each following round.
Third round: The hail shaft forms in the center of the storm, producing 3” hailstones that pound the ground and anyone underneath is dealt 5d6 points of cold damage.
Fourth round: The wall cloud forms in the right rear quadrant of the supercell.
Fifth round: The tornado forms from the wall cloud and descends to the ground. It is an F-1 tornado, producing winds of 73-112mph. Inside the tornado ranged attacks are almost impossible (attack modifier -8). Medium or smaller creatures are blown away, roll 1d4x10ft and take 1d4 nonlethal damage per 10 ft. Large creatures are knocked over. Huge creatures are slowed to half speed.
Sixth round: The tornado’s strength increases to F-3 with winds of 158-206 mph. Ranged attacks are impossible. All Large or smaller creatures are blown away, Huge creatures are knocked down and larger creatures are slowed to half speed. Trees uprooted and well constructed buildings are damaged.
Seventh round: The caster gains the ability to control the path of the tornado, he or she can guide it up to 15ft from side to side and speed it up to 30mph.
Eighth round: All the prior effects continue, the caster has the option to guide the storm itself at 5mph in any direction or start the dissipation of the supercell. All effects will automatically continue until the 10th round unless dissipated by the caster.

I recognise this spell....

Carrion_Humanoid
2006-11-27, 04:11 PM
This is all awsome.

wxdruid
2006-12-02, 08:27 PM
This is an interesting spell, but you might want to think about a couple mechanics:

1) What happens to creatures with alternate modes of movement? Flyers and swimmers would certainly be affected differently by this spell, for starters.

2) Does the immobilization last for the duration of the spell? Is there any way to remove the ice faster, by either breaking or melting it?

3) Wouldn't being encased in ice cause damage to the affected creature unless it had cold resistance? Flat-out d6s are kind of boring, but temporary Con damage might be tasty.

Flyers-if a flyer was targeted they would either have to make a save or be encased in ice and fall from the sky.

Swimmers-I think would be affected less. The water they are already in wouldn't freeze and so only the part above water would be affected. The spell wouldn't work underwater.

the immobilization lasts for the duration of the spell or if they are suddenly heated. a shatter spell can also free the target.

I will have to think about cold and CON damage. Interesting thought.

wxdruid
2006-12-02, 08:33 PM
Mini-Tornado: for stirring chocolate chips into your hot chocolate.

Evocation [Weather]
Level: Druid 0 Wiz/Sor 0
Components: V, S, M
Casting Time: 1 Standard Action
Range: Close (25ft + 5ft/level)
Effect: stirs chocolate chips into your hot chocolate
Duration: 1 round

After putting the chocolate chips in the hot chocolate, move your hand in a circular motion over your cup while chanting the spell.

A mini-tornado forms in your cup and stirs the chocolate chips in and heats your hot chocolate to the perfect temperature.

Lord Iames Osari
2006-12-02, 08:53 PM
Mini-Tornado: for stirring chocolate chips into your hot chocolate.

Evocation [Weather]
Level: Druid 2
Components: V, S, M
Casting Time: 1 Standard Action
Range: Close (25ft + 5ft/level)
Effect: stirs chocolate chips into your hot chocolate
Duration: 1 round

After putting the chocolate chips in the hot chocolate, move your hand in a circular motion over your cup while chanting the spell.

A mini-tornado forms in your cup and stirs the chocolate chips in and heats your hot chocolate to the perfect temperature.

This should definitely be a 0-level spell, not a 2nd-level.

wxdruid
2006-12-02, 09:10 PM
Thanks Iames, wasn't quite sure. :-)

Tracersmith
2006-12-02, 10:57 PM
I'd like to see the caster gain control of the tornado before the 7th round.

And i think it should always be moving, real tornado's are.

XtheYeti
2006-12-05, 12:55 PM
Evocation [Weather]
Level: Druid 0 Wiz/Sor 0
Components: V, S, M
Casting Time: 1 Standard Action
Range: Close (25ft + 5ft/level)
Effect: stirs chocolate chips into your hot chocolate
Duration: 1 round

After putting the chocolate chips in the hot chocolate, move your hand in a circular motion over your cup while chanting the spell.

A mini-tornado forms in your cup and stirs the chocolate chips in and heats your hot chocolate to the perfect temperature.



Ah yes i finaly dont have to cast presdigitation to warm my hot choclate...

wxdruid
2006-12-17, 12:40 AM
I'd like to see the caster gain control of the tornado before the 7th round.

And i think it should always be moving, real tornado's are.

When I wrote it, in my mind the tornado moves with the thunderstorm and it moves randomly until the caster gains control. An F0-F1 tornado actually does very little damage until it increases in size and if you place your supercell properly the tornado will take out what you want before and as it gets stronger. You gain control the round after it reaches a stage where it can truely be destructive.

Tracersmith
2006-12-17, 04:22 PM
wouldnt you want to control it 1 round before it could hurt you if the winds shift?

wxdruid
2007-01-14, 11:15 AM
Frost (in the works)

Evocation [Weather]
Level:
Components:
Casting Time:
Range: Close
Effect:
Duration:

wxdruid
2007-01-14, 11:15 AM
Killer Frost (in the works)

Evocation [Weather]
Level:
Components:
Casting Time:
Range: Close
Effect:
Duration:

wxdruid
2007-01-19, 11:33 AM
Isolated Rainshower (in the works)

Evocation [Weather]
Level:
Components:
Casting Time:
Range: Close
Effect:
Duration:

Casting this spell aids a gardener in keeping crops/plants watered. The spell can also be set on an auto-timer, dependent on the level of the Druid/Weather caster.

Marcotic
2007-01-20, 03:09 AM
what is PEACH?

Matthew
2007-01-22, 05:07 PM
Please Evaluate And Criticise Honestly