Hurricane

The truest of violent storms, a spell-form that Aeir can call upon that mimics a true natural calamity, perhaps one of the most powerful and devastating of the elemental magicks, something only a select few ever truly attempt to learn, and of those even less are ever successful.

Effect

Weaving the mightiest flows of Aeir you can manage, pushing yourself to your absolute limits, you create a miniaturized, but no less devastating, hurricane all around you. The storm kicks to life and will simply halt as suddenly as it starts when the duration ends. Should you lose concentration, the storm does not end, you merely lose your bubble of safety, the 'eye' of the storm, as it just engulfs that as well.   Winds roar up to almost 200 miles/hour, making flight impossible within the area under this effect. Not just impossible but highly dangerous, as any creature flying is immediately grounded, quite violently. They must make an Agility Defensive Test, and should they fail, they take double the appropriate fall damage. If they succeed they still take full fall damage, it just is not doubled. Visibility becomes zero within the storm, all creatures within it are treated as Blinded (2), and it counts as 100% cover as well, as the rain falls in sheets, violently driven by the wind. The wind is so loud it is deafening, any creature within the storm is counted as Deafened (1) for the duration or for one round after they escape it. Movement becomes near impossible, requiring a Power Defensive Test to even move as if it is difficult terrain.   Lightning crackles as well, and every round there will be a random lightning strike within the storm. A creature to be struck by a bolt of lightning must attempt an Agility Defensive Test against the momentum. If they fail, they take 6d6 lightning damage and are Stunned for one round. A successful save takes half damage and is not stunned. All creatures within the storm at the start of their turn also take 3d6 cold damage and 3d6 thunder damage.   Every round the wind speeds deal damage as well, inflicting 3d6 bludgeoning damage to any creature caught in the storm when they start their turn, and dealing double that damage to any structure or inanimate object.

Side/Secondary Effects

Tier II Effects: You may increase the size of the eye of the storm by 10 feet. There will be two random lightning strikes each round

Tier III Effects: You may increase the size of the eye of the storm by 10 feet. There will be three random lightning strikes each round.

Manifestation

"One does not describe with mere words the sheer power such a spell-form can unleash, it has to be experienced, though in truth, I would highly recommend against seeking out such an experience."

First Magister Orello Venigal, during a lesson to his young apprentice, Mikael.
Gestures & Ritual
Casting TN: 30, Tier II: 35, Tier III: 40
Related Discipline
Opal Order
Related School
Aeromancy
Related Element
Aeir (Air)
Effect Duration
Maintained, up to 1 minute
Effect Casting Time
3 actions
Range
Self, Unique
Applied Restriction
Special: You are the eye of the storm, a calm zone at the dead center of it maintained by your will and focus. This zone has a radius of 10 feet in every direction from you. Beyond that the storm extends a further 500 feet in every direction.

Should you lose your focus, failing to keep it, this spell-form is unique in that it does not end. It will rage for the full minute. Instead, the safe zone, that eye of the storm keeping you (and potentially others) safe, will fail, and the storm will swallow that as well, subjecting all in that small safe zone to the full brunt of the spell.

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