Stormcaller SubClass
Keywords:
STORMCALLER, THUNDERCLOUD, PERFECT-STORM, MAELSTROM, ICY-WRATH, TEMPEST, WILD-ZEPHYR, TYPHOON, TWISTER, SOLAR-FLARE, GLARING-HEAT, SPRING-RAIN, HAIL-SHIELD
.
Spells:
Storming (Lighting based attack spells)
Thundercloud
Perfect Storm
Blizzard/Snowy/Freezing (Cold based attack spells)
Maelstrom
Sleet (Water/Ice based attack spells)
Icy wrath
Tempest
Hailing (Hail based attack spells)
Hail storm
Windy (Wind based attack spells)
Wild zephyr
Typhoon
Twister
Heatwave (Heat/Fire based attack spells)
solar flare
glaring heat
Sunny/cloudy/rainy/foggy types
Spring rain (healing aoe)
Lightning Shield - See help lightning shield
Hail Shield (like Pine Shield - able to launch hail stones at
enemy, at cost of using up the shield)
Downdraft - See help downdraft
RP Combat Information:
Weather Mastery Able to control the weather in
the immediate couple of miles.
Thundercloud 2d5 +SpellDam Those first entering the affected
area, or ending there turn inside
it must make a [DC12 (REFLEX/FORT)
save to resist being [PARALYZED].
Perfect Storm 3d5 +SpellDam
Maelstrom 2d5 +SpellDam Until the spell ends, freezing rain
and sleet pelt those inside the
area of effect. The ground in the
area is covered with slick ice,
making it difficult terrain
[DC12 (REFLEX) save to resist
slipping and falling PRONE].
Icy Wrath 2d5 +SpellDam Until the spell ends, the icy talens
of mother nature reach for those
inside the area of effect. They must
make a [DC12 (REFLEX/FORT) save to
resist being frozen solid [same
effect as PARALYZED].
Tempest 3d5 +SpellDam
Hail Storm 5d5 +SpellDam Targets may make a DC14 (REFLEX)
save for 50% damage reduction.
Wild Zephyr 3d5 +SpellDam
Typhoon 2d5 +SpellDam Until the spell ends, extreme rain
and wind assault those inside the
area of effect. Those inside must
make a DC14 (REFLEX) save to resist
being knocked [PRONE].
Twister 1d20 +SpellDam
Solar Flare 2d5 +SpellDam Those affected by the spell must
make a DC12 (FORT) save to resist
being [BLINDED] for 1 Round.
Glaring Heat 3d5 +SpellDam
Spring Rain 3d5 +SpellDam
Hail Shield Increases AC of target by +2 and at
the conclusion of the duration, the
caster may choose a target and deal
1d10 +SpellDam cold damage to them.
See help rp-combat for an explanation of DC's.
See help rp-conditions for an explanation of PARALIZED etc.