Lightning Storm
Aeromancers can make even the weather in the sky around them bow unto their will, and storm clouds answer their call. It is a truly impressive feat, a show of near complete mastery of their magickal arts.
Effect
Basic Effects: Weaving the Opal Currents en masse all about you and around you, feeding them into the sky, bringing them together, coalescing them, compressing them into a reactive state that bleeds back from the Aether into the Material Realm, the sky darkens, with lightning crackling, the low roll of thunder quite audible. For as long as you maintain this spell-form, at the beginning of your turn, a lightning bolt lances forth from the sky at any target within 100 feet of you that you choose. You may also to use one of your actions on each of your turns to repeat this effect, though you may not strike the same target more than twice in one round, and may only call one such additonal strike each turn. These bolts count as spell attacks. Targets struck take 6d6 lightning damage and 3d6 thunder damage, and must roll a Toughness Defensive Test. Should they fail, they are afflicted with Deafened (1) condition and are Stunned for 1 round. This storm is centered upon you, and follows you should you move.
Conductive: If the target creature is naturally made of some sort of metal (a construct perhaps), or is wearing predominantly metal clothing (a warrior in full chainmail, a knight in full plate, etc) they roll their Defensive Test against the Momentum in regards to the Conditions, and the spell attack roll is made with the Momentum
Conductive: If the target creature is naturally made of some sort of metal (a construct perhaps), or is wearing predominantly metal clothing (a warrior in full chainmail, a knight in full plate, etc) they roll their Defensive Test against the Momentum in regards to the Conditions, and the spell attack roll is made with the Momentum
Side/Secondary Effects
Tier II Effects: You may call down two additional strikes on each of your turns.
Tier III Effects: You may call down three additional strikes on each of your turns, and they now inflict Deafened (2)
Tier III Effects: You may call down three additional strikes on each of your turns, and they now inflict Deafened (2)
Manifestation
The sky above the companions darkened, as Oris began to crackle and glow with opal energy. The Kuo-toa were all around, their foul scent thick, the croaks and guttural noises of how they communicated with each other loud and disconcerting. Vincent parried a spear, his rapier lunging forth on a devastating counter-thrust, and as he pierced the throat of his foe, their was a brilliant flash and thunderous boom to his left, a bolt of electricity shrieking from the sky, frying another of the kuo-toa that had been moving to flank him. Another bolt of lightning lashed out from the now blackened and stormy sky above, laying low a second of the foul fishmen, as the tide of the conflict began to noticeably turn.
Gestures & Ritual
Casting TN: 24, Tier II: 29, Tier III: 34
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, AOE of 100 feet
Applied Restriction
Special: You must be able to see the sky for this spell-form to work, so it won't work underground, in caves or in structures with solid roofs.
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