Twister

Aeromancy, what many do not really remember about this school of magick of course, is that they are the ones also inherently connected to many of the most devastating sorts of natural disasters that one can imagine, and those with true mastery over their magickal arts can in fact create and control a smaller scale version of such devastating events.

Effect

Basic Effects: Weaving the Opal currents with extreme focus and mastery, you manipulate them, guiding them to circulate faster and faster upon a point, until they bleed forth from the Aether in the form of a twister, an honest to goodness tornado. It has a 30 food radius, and the winds are roughly 140 miles/hour, the roaring is deafening. Any creature within 100 feet is counted as having the Deafened (1) Condition with no defensive test. Flight is impossible within this distance to it, you will be flung to the ground, no defensive test, taking max fall damage. When it initially starts, any creature within 30 feet of it must make a Power Defensive Test. If they fail, they are sucked into the cyclone, being carried about by it, taking 4d6 bludgeoning damage immediately, whilst also being fully immobilized, even if capable of flight. The wind speeds are just too high to fly in. Every round the twister will discharge an object (including creatures) at random, in a random direction. If a creature is discharged, they fly 10d10 feet in a random direction, and must make an Agility Defensive Test or take the appropriate fall damage for distance travelled plus whatever height they were at within the cyclone (average 50 feet in height, or roll 10d10) If they succeed this test they still take half damage but are not prone and disarmed.

Each round you maintain this spell-form for, at the cost of one Action upon your turn, you may have the twister move. It has a movement speed equal to 10 times your Intellect Boost. It also deals double damage to structures it strikes and is not stopped by them even if it fails to destroy them, it will just keep going. It treats each part of a structure as an individual target as well, the damage is applied to each window and door individually, each wall and side of the roof individually, etc.

Side/Secondary Effects

Tier II Effects: Increase the damage it deals upon picking up an object or creature by 2d6, increase the radius of the twister itself by 5 feet, the wind speeds increase by 40 miles/hour, which increases the condition to Deafened (2). Move speed increases to 15 times Intellect Boost. The distance it flings creatures and objects also increases by 2d10.

Tier III Effects: Increase the damage it deals upon picking up an object or creature by 2d6, increase the radius of the twister itself by 5 feet, the wind speeds increase by 40 miles/hour, which increases the condition to Deafened (3). Move speed increases to 15 times Intellect Boost. The distance it flings creatures and objects also increases by 2d10

Manifestation

Seeing the gnoll horde crest the rise, a great deal of the refugee villagers began to panic. Oris sprung into action, gesturing to his companions to keep the seventy odd refugees moving. "They still some distance out, the plains are a bit deceiving. Go my friends, keep making for Fort Daris." The tiny gnome hid alone now, only a quarter of an hour later, watching the horde march, easily a few hundred of the foul beasts. Patience was a virtue, and now the little gnome, had them, as they came into range, still easily a thousand feet from being a danger to him. Focusing his magick and will, he began to weave a mighty spellform. The noise, the thunderous roar, was audible even to his companions whom were some great distance ahead now, moving full tilt.

It was certainly audible to the bestials as the ravenous creatures suddenly shrank back in terror and panic, as suddenly a tornado burst to life in their midst, unleashing complete havoc. Oris giggled, admiring his handiwork as he guided the mighty funnel cloud about its path, flinging, flattening and tossing gnolls in all directions with complete impunity.
Gestures & Ritual
Casting TN: 28, Tier II: 33, Tier III: 38
Related Discipline
Opal Order
Related School
Aeromancy
Related Element
Aeir (Air)
Effect Duration
Maintained, up to 1 minute
Effect Casting Time
3 actions
Range
1000 feet
Applied Restriction
Target: A point in range you can see, which acts as the point of touchdown, the center of it.

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