Hurricane: Difference between revisions

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|''[[Primal]]'' ''Invocation, Altering, Extrinsic, Weather''
|''[[Primal]]'' ''Invocation, Altering, Extrinsic, Weather''
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|''Prerequisites: Primal Tier 3''
|''Prerequisites: Primal Tier 5''
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|'''Casting Time:''' 1 hour  
|'''Casting Time:''' 1 hour  
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!Spell Description
!Spell Description
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|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.
|At the end of the casting time, make a magic attribute check 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). On a success, you cast the invocation, gain Fatigue, and you cannot cast this invocation again until you Take a Rest. On a failure, you are unable to cast this invocation but you still expend the use of one of your invocations and gain 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:
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.
* 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; on a failure, 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.
* 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.
* All creatures in the area are Deafened beyond 20 ft and are Blinded beyond 60 ft.
* Creatures are Slowed while moving in the area.
* 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) ''Ranged 60 ft One-Handed Magic Attack''. +Magic attribute vs FORT. '''Hit:''' 2d8 lightning damage.


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. '''Hit:''' 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 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 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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[[Primal Spells|[Back to Primal Spells]]]<br>
[[Primal Spells|[Back to Primal Spells]]]<br>

Latest revision as of 15:31, 1 August 2025

Hurricane

Primal Invocation, Altering, Extrinsic, Weather
Prerequisites: Primal Tier 5
Casting Time: 1 hour
Range: Sight
Materials: 1 gallon of water
Requires: Gesture, Verbal, Visual
Duration: 1 hour
Spell Description
At the end of the casting time, make a magic attribute check 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). On a success, you cast the invocation, gain Fatigue, and you cannot cast this invocation again until you Take a Rest. On a failure, you are unable to cast this invocation but you still expend the use of one of your invocations and gain 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; on a failure, 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) Ranged 60 ft One-Handed Magic Attack. +Magic attribute vs FORT. Hit: 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.

[Back to Primal Spells]