Blizzard

Revision as of 13:55, 22 December 2023 by Spazztaztic (talk | contribs)

Primal Invocation, Alchemy, Extrinsic, Weather

Prerequisites: Primal Tier 4

Casting Time: 1 hour

Materials: 1 gallon of water

Range: Sight (max 100 miles)

Requires: Gesture, Verbal, Visual

Duration: 1 + (Primal Power Tier) Hours

At the end of the casting time, make a magic attack roll against DC 20. Add 5 to the DC if you are in a desert or jungle (or any terrain with a temperature exceeding 24 C or 80 F). Subtract 5 from the DC if you are in an environment with below-freezing temperatures. 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, billowing clouds materialize in a 1 mile radius from that point. Harsh winds and sheets of snow pummel the area. All nonmagical sources of fire that are exposed to the blizzard are immediately extinguished. Choose which direction the Blizzard blows for the duration. The blizzard moves 30 ft in that direction at Initiative count 0 for the duration. For the duration, the following effects apply while creatures are directly exposed to the blizzard:

• All ranged attack rolls that deal physical or elemental damage in the area automatically fail, with the exception of cold 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 Blizzard is blowing.

• All creatures in the area are Deafened beyond 5 ft and are Blinded beyond 5 ft.

• Terrain in the area is Difficult Terrain as heaps of snow cover the area.

• Standing water in the area immediately freezes to a thickness of 18 inches.

• A creature that begins its turn in the area and is not wearing winter clothing must make an END check against a DC of 10 + your magic attribute. If they fail the check, they take 2d6 cold damage and gain Fatigue. If they succeed, they take 1⁄2 damage and do not gain Fatigue.

Snow and ice created by this invocation remain after the duration and melt at a natural rate, but all other effects of this invocation end after the duration.


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