Weather Sect

Anything that looks like this is a restricted casting that needs requesting from the Character Ref. In addition, your character must be of the minimum rank indicated before they can learn the casting.

Low Level
Level 0 Level 1 Level 2 Level 3 Level 4
Discern Nature Discern Sect Discern Path
Miracle Gift 0 Miracle Gift 1 Miracle Gift 2 Miracle Gift 3 Miracle Gift 4
Lightning Dart 2 Lightning Dart 4 Lightning Dart 6 Lightning Dart 8
Storm Hand 1 Storm Hand 2 Storm Hand 3 Storm Hand 4
Flash 1 Flash 2
Thunder Clap 1 Thunder Clap 2 Thunder Clap 3
Eye of the Storm 1 Eye of the Storm 2 Eye of the Storm 3 Eye of the Storm 4
Extinguish Gale Double Gale
Cloud Form
Rust (T) Rust (R)
High Level Rank to learn
Level 5 Level 6 Level 7 Level 8 Level 9 Level 10
15 20 30 40 55 70
Miracle Gift 5 Miracle Gift 6 Miracle Gift 7 Miracle Gift 8 Miracle Gift 9 Miracle Gift 10
Lightning Dart 10 Lightning Dart 12 Lightning Dart 14 Lightning Dart 16 Lightning Dart 18 Lightning Dart 20
Storm Hand 5 Storm Hand 6 Storm Hand 7 Storm Hand 8 Storm Hand 9 Storm Hand 10
Flash 3 Flash 4 Flash 5
Mass Flash 1 Mass Flash 2 Mass Flash 3
Thunder Clap 4 Thunder Clap 5 Thunder Clap 6
Eye of the Storm 5 Eye of the Storm 6 Eye of the Storm 7 Eye of the Storm 8 Eye of the Storm 9 Eye of the Storm 10
Triple Gale Quadruple Gale Quintuple Gale
Storm Cloud Form Thunder Cloud Form
Mass Rust
Discern Nature

Range: 20’
Duration: Instantaneous
Type: Informational
Target: Person
Effect:
All followers of the Path of Nature and all objects with a miracle from this Path, within 20’ that the caster can see will glow.

Discern Sect

Range: 20’
Duration: Instantaneous
Type: Informational
Target: Person
Effect:
The caster will be able to determine the Primary Sect of one character within 20’.

If the target has no Druidic miracles, no information is gained.

Discern Path

Range: 20’
Duration: Instantaneous
Type: Informational
Target: Person
Effect:
The caster will be able to determine the Path of one character within 20’.

If a character has not learnt any miracles then he has no Path. A character who has learnt Druidic miracles is a follower of the Path of Nature.

Miracle Gift <n>

Range: Touch
Duration: 15 Minutes
Type:
Target: Person
Effect:
Miracle Gift <n> allows the caster to pass knowledge of a Weather miracle of level <n> or lower to another. For the duration of the miracle, the recipient can cast the miracle using his own Standing (he does not need to know, nor does he gain any prerequisites). However, for the duration of the miracle, the giver loses all knowledge of the miracle and also all knowledge of miracles which require it to be known.

A Druidic miracle cannot be gifted to a character who has learnt any miracles from a non-Druidic Principle (i.e. Order, Chaos, Life, Death). This restriction applies even if the character only knows the miracle via Miracle Gift.

Miracle Gift can be cast by ritual, but you cannot gift miracles that you only know as rituals. Only instant-cast miracles can be gifted.

You cannot Miracle Gift Miracle Gift.

Lightning Dart <n>

Range: 20’
Duration: Instantaneous
Type: Offensive, Elemental
Target: Person
Resisted by: Dexterity
Power: Lightning
Effect:
Lightning Dart <n> causes <n> points of Power damage to every location of the target creature and <n> Life Point damage. The spell vocal should end with the words “Lightning Dart <n>” to indicate the damage and the caster should point at the targeted character.

Storm Hand <n>

Range: Self
Duration: 15 minutes
Type:
Target: Person
Power: Lightning
Effect:
For 15 minutes the character can cause <n> points of Power damage with his main hand. The call is “Lightning <n>”.

The character should have a yellow glove as a Phys. Rep. for this spell.

Once ‘on’, you cannot turn Storm Hands ‘off’ without cancelling the spell. Hence if you were to touch a friend, you would harm them.

Flash <n>

Range: 20’
Duration: 10 seconds
Type: Offensive
Target: Person
Resisted by: Toughness
Effect:
Any target with Toughness less than <n> is blinded (see The System for a description of this effect). With the following additional penalty:

  • The first attack (melee/missile/thrown/touch/spell/miracle etc.) the character makes within the 10 seconds automatically misses.

Flash is ineffective against creatures that do not use sight to sense their targets (for example Undead and extra-planar creatures). However, creatures that do use sight, even as a secondary sense, are still affected.

Mass Flash <n>

Range: 20’
Duration: 10 seconds
Type: Offensive
Target: Area
Resisted by: Toughness
Prerequisite: Flash <n>
Effect:
The caster nominates a point (which may be a person, object or anything else equally obvious) and all characters within the area are affected by Flash <n>.

Thunder Clap <n>

Range: 10’ radius
Duration: 10 seconds
Type: Offensive
Target: Person
Resisted by: Toughness
Effect:
The caster claps his hand at the end of the vocals and calls “Thunder Clap <n>”. Any character with Toughness less than <n> is stunned for 10 seconds (unable to do anything but stagger around).

The caster is not effected by his own Thunder Clap, as the sound waves emanate from him.

Extinguish

Range: 20’
Duration: Instantaneous
Type:
Target: Flame
Effect:
This causes a gust of air to extinguish a fire up to the size of a torch.

<Strength> Gale

Range: Self
Duration: 1 minute
Type: Offensive, Elemental
Target: Area
Resisted by: Strength
Effect:
Gale lasts for one minute, or until the caster decides to stop it. The caster must stand upright and hold his arms in an arc. All characters without at least Strength equal to the level of the Gale will be blown back 20’ directly away from the caster. Even characters with the required level of Strength are slowed as they approach.

Characters who are under a Float will always be blown back regardless of their Strength.

If the Gale is sufficiently strong enough, characters (excluding the caster) who are under a Grip (or similar effect) will be pulled out of the Grip (taking 5 seconds per location as usual) and blown back.

The Gale is only in effect within the arc of the casters arms. The size of the arc can be chosen by the caster (up to 180 degrees) but cannot be varied once cast. The Gale ends when the duration expires or the caster closes his arms (in which case it cannot be restarted without re-casting the spell).

The caster can move at a slow walk and turn with a Gale in effect.

Gale also protects the caster from missile weapons, reducing all damage by 8 per level of Strength.

In addition, if any Gale is active in the area where a weapon has been destroyed it takes 15 man-minutes to retrieve all the pieces.

Eye of the Storm <n>

Range: Self
Duration: 15 minutes
Type: Defensive
Target: Person
Effect:
The character is surrounded by whirling winds and lightning which protect him from harm. He gains <n> Normal and Power Armour.

Cloud Form

Range: Self
Duration: 15 minutes
Type: DR5 [Normal, Ice, Lightning]
Target: Person
Effect:
The character partially turns himself into a hazy cloud, reducing his physical interactions with the world. This has the following effects:

  • The character cannot move faster than a slow walk.
  • The character cannot speak louder than normal speaking volume.
  • The character is immune to entangling or trip effects.
  • The character can still be affected by gripping effects, but can still utilise his Strength to escape them.
  • Normal protection from armour and shields is ineffective. Normal protection from other sources (i.e. spells & miracles) still protects the character.
  • The character can use Eye Of the Storm to gain normal & power protection (which stacks with the DR).
  • The character can use Storm Hand to do power damage with hand attacks.
  • The character can still be affected by Will based and Toughness based offensive effects.
  • The character can be touched and touch anyone (but not do any normal damage) and hence can use ‘touch’ miracles.
  • The character can be healed (and use Tree Heal).
  • Gale and similar effects fling the character back regardless of his Strength and also cause Body Point (all locations) and Life Point damage equal to two times the levels of Strength required to resist (i.e. 2 points for Gale, 4 points for Double Gale, etc.). If for any reason the character cannot be flung back (e.g. due to being Gripped and the Gale is not strong enough to pull them out), the Body/Life damage is not taken.
  • Contrary to the usual rule for spells/miracles, Cloud Form can be cancelled immediately.
Storm Cloud Form

Range: Self
Duration: 15 minutes
Type: DR10 [Normal, Ice, Lightning]
Target: Person
Effect:
As Cloud Form, except that the character gains also gains the following abilities

  • Float (as per the Elemental Air Spell)
  • The effects of Thunder Clap miracles is increased by 1.
  • Damage from Lightning Darts miracles cast by the character is increased by 2.
  • If you Concentrate (and additionally cannot move or talk) for 30 seconds, you can unleash a Lightning Dart 10 without needing to cast it. (The +2 from the above ability is already taken into account).
Thunder Cloud Form

Range: Self
Duration: 15 minutes
Type: DR20 [Normal, Ice, Lightning]
Target: Person
Effect:
As Storm Cloud Form, except that the character gains also gains the following abilities

  • The effects of Thunder Clap miracles is increased by 2.
  • Damage from Lightening Darts cast by the character is increased by 4.
  • If you Concentrate (and additionally cannot move or talk) for 30 seconds, you can unleash a combined Lightning Dart 16/Thunder Clap 3 without needing to cast it (the +4 and +1 from the above abilities are already taken into account).
Rust (T)/(R)

Range: Touch/20’
Duration: Instantaneous
Type: Offensive
Target: Metal object
Resisted by: Protective castings
Effect:
Rust destroys any metal object touched or up to a range of 20’.

Mass Rust

Range: 20’
Duration: Instantaneous
Type: Offensive
Target: Metal object
Resisted by: Protective castings
Prerequisite: Rust (R)
Effect:
The caster nominates a point (which may be a person, object or anything else equally obvious) and everyone within 10’ is affected by a Rust spell.