Hurricane: Difference between revisions
Spazztaztic (talk | contribs) (Created page with "''Primal Invocation, Alchemy, Extrinsic, Weather'' '''Prerequisites:''' Primal Tier 3 '''Casting Time:''' 1 hour '''Range:''' Sight '''Materials:''' 1 gallon of water '''Requires:''' Gesture, Verbal, Visual '''Duration:''' 1 hour At the end of the casting time, make a magic attack roll against DC 20. Subtract 5 from the DC if you are in a desert or jungle (or any terrain with a temperature exceeding 24 C or 80 F). If you hit the DC, then you cast the Invocation an...") |
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''[[Primal]] Invocation, Alchemy, Extrinsic, Weather'' | ''[[Primal]] Invocation, Alchemy, Extrinsic, [[Weather]]'' | ||
'''Prerequisites:''' Primal Tier 3 | '''Prerequisites:''' Primal Tier 3 | ||
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At the end of the duration, the hurricane continues to rage until it would naturally fizzle out based on its atmospheric environment, At that time, any location in the affected area that can contain standing water does so to its maximum capacity. Water overflows and causes severe flooding where relevant. | At the end of the duration, the hurricane continues to rage until it would naturally fizzle out based on its atmospheric environment, At that time, any location in the affected area that can contain standing water does so to its maximum capacity. Water overflows and causes severe flooding where relevant. | ||
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Revision as of 13:56, 22 December 2023
Primal Invocation, Alchemy, Extrinsic, Weather
Prerequisites: Primal Tier 3
Casting Time: 1 hour
Range: Sight
Materials: 1 gallon of water
Requires: Gesture, Verbal, Visual
Duration: 1 hour
At the end of the casting time, make a magic attack roll against DC 20. Subtract 5 from the DC if you are in a desert or jungle (or any terrain with a temperature exceeding 24 C or 80 F). If you hit the DC, then you cast the Invocation and suffer Fatigue. If you miss, then you are unable to cast this Invocation but you still expend the use of one of your Invocations and still suffer Fatigue.
Choose a point within range. Thick, swirling clouds materialize in a 1 mile radius from that point. Harsh winds and sheets of rain pummel the area. All nonmagical sources of fire that are exposed to the hurricane are immediately extinguished. Choose whether the hurricane is rotating clockwise or counterclockwise. The hurricane rotates around its point of origin. For the duration, the following effects apply while creatures are directly exposed to the hurricane:
All ranged attack rolls that deal physical or elemental damage in the area automatically fail, with the exception of lightning damage.
Creatures attempting to fly in this area must first make a STR check against a DC of 10 + your magic attribute; if they fail, they cannot fly in a direction of their choice. If they were on the ground, they remain on the ground; if they were in the air, they move 30 ft in the direction that the Hurricane is blowing.
All creatures in the area are Deafened beyond 20 ft and are Blinded beyond 60 ft.
Creatures are Slowed while moving in the area.
While you are in an area affected by the hurricane, you gain the following special attack:
Lightning Strike. 3 AP, 60 ft range. Make a magic attack targeting a creature’s FORT. On a hit, they take 2d8 lightning damage.
At the end of the duration, the hurricane continues to rage until it would naturally fizzle out based on its atmospheric environment, At that time, any location in the affected area that can contain standing water does so to its maximum capacity. Water overflows and causes severe flooding where relevant.