Allows you to sense relative pressure, pressure fluctuations, and pressure change in any fluid that you are immersed in, or within range of.
Time to Cast | 3 seconds |
---|---|
Difficulty | 5 |
MP cost | 1 |
Power | |
Duration | |
Range | 100 meters |
Other | |
Prerequisite | Detect Truth |
Allows you to change the pressure of an area or of the contents of a sealed container. Works by altering space and force, does not change the amount of matter present. If cast in an unsealed area, effect lasts only 30 seconds (5 rounds).
Time to Cast | 2 seconds |
---|---|
Difficulty | 10 |
MP cost | 10 |
Power | up to double (or half) the original pressure |
Duration | |
Range | 5 meters |
Other | |
Prerequisite | Detect Pressure, Alter Force, Loosen Space |
Allows the caster to walk on the surface of any body of water.
Time to Cast | 5 second |
---|---|
Difficulty | 20 |
MP cost | 5 |
Power | |
Duration | 10 minutes |
Range | contact |
Other | |
Prerequisite | Pressurize, Pass Through |
Create or control a current within water or other liquid.
Time to Cast | 2 seconds |
---|---|
Difficulty | 10 |
MP cost | 10 |
Power | strong enough to move a boat |
Duration | 5 minutes |
Range | 10 meters |
Other | |
Prerequisite | Pressurize |
Create a strong wind blowing in a particular direction.
Time to Cast | 2 seconds |
---|---|
Difficulty | 10 |
MP cost | 10 |
Power | up to strong gale force wind |
Duration | 5 minutes |
Range | 50 meters |
Other | |
Prerequisite | Pressurize |
Move a fluid in a particular direction.
Time to Cast | 2 seconds |
---|---|
Difficulty | 15 |
MP cost | 10 |
Power | |
Duration | 1 to 10 seconds |
Range | 10 meters |
Other | |
Prerequisite | Current, Wind |
Create a vortex current in a large body of water.
Time to Cast | 5 seconds |
---|---|
Difficulty | 15 |
MP cost | 10 |
Power | strong enough to pull down a strong swimmer, or capsize a small boat |
Duration | 5 minutes |
Range | 10 meters |
Other | |
Prerequisite | Propel Fluid |
Cause a strong whirlwind, strong enough to whip up a lot of dust etc., not as strong as a tornado.
Time to Cast | 2 seconds |
---|---|
Difficulty | 15 |
MP cost | 10 |
Power | up to strong gale force wind |
Duration | 5 minutes |
Range | 50 meters |
Other | |
Prerequisite | Wind |
Cause a very strong whirlwind, strong enough to wreck a house or pick up heavy objects and hurl them 10 meters. Anyone unlucky enough to be inside the tornado has a 10% chance of injury (d6) every round.
Time to Cast | 5 seconds |
---|---|
Difficulty | 25 |
MP cost | 30 |
Power | 10% chance of d6 dmg per round |
Duration | 5 minutes |
Range | 50 meters |
Other | |
Prerequisite | Whirlwind |
Create a mild to moderate shower of rain, snow, or hail.
Time to Cast | 2 seconds |
---|---|
Difficulty | 10 |
MP cost | 10 |
Power | |
Duration | 15 minutes |
Range | 50 meters |
Other | |
Prerequisite | Pressurize, Change Temperature |
Create a very heavy downpour of rain, snow, or hail. Anyone in the storm functions at -2 Agility.
Time to Cast | 5 seconds |
---|---|
Difficulty | 20 |
MP cost | 20 |
Power | |
Duration | 10 minutes |
Range | 50 meters |
Other | |
Prerequisite | Wind, Rain |
If you are in a storm, you can make it stop.
Time to Cast | 3 seconds |
---|---|
Difficulty | 10 |
MP cost | 10 |
Power | |
Duration | |
Range | 50 meters |
Other | |
Prerequisite | Storm |
Create a wild storm with very heavy downpour of rain, snow, or hail and lightning which will strike at random. 5% chance of lightning striking any particular bystander (for d20 dmg).
Time to Cast | 10 seconds |
---|---|
Difficulty | 20 |
MP cost | 25 |
Power | |
Duration | 10 minutes |
Range | 50 meters |
Other | |
Prerequisite | Storm, Lightning Bolt |
Same storm as Thunderstorm, except you have some control over where and when the lightning strikes. Once per turn you may attempt to control the lightning to strike at a certain spot with the following accuracy d20 roll:
Roll | Accuracy |
---|---|
20 | Hits target dealing 20 points dmg, plus try another attempt |
16-19 | hits target for d20 dmg |
11-15 | hits target and anyone in a 3 meter radius for d10 damage |
6-10 | hits within 3 meters of target and deals d6 dmg |
2-5 | total miss |
1 | critical fail, strike hits you for d10 dmg |
The GM will determine the exact location of the strike.
Time to Cast | 10 seconds |
---|---|
Difficulty | 20 |
MP cost | 25 |
Power | |
Duration | 10 minutes |
Range | 50 meters |
Other | |
Prerequisite | Thunderstorm, Bend Space |
Freezes any object solid. If the object has HP, they take d4 dmg. The object can not move or be moved for one minute. The freezing effect is not lethal; cardiopulmonary function is not stopped.
Time to Cast | 5 seconds (major action) |
---|---|
Difficulty | 20 |
MP cost | 10 |
Power | d4 dmg |
Duration | 1 minute |
Range | 10 meters |
Other | |
Prerequisite | Storm |
Creates a wall of ice, suitable to shield you and your friends from incoming projectile attacks. The wall can withstand up to 25 HP worth of damage, then it shatters.
maximum size 8 square meters, which is roughly equivalent to one of the following options:
Time to Cast | 3 seconds |
---|---|
Difficulty | 15 |
MP cost | 10 |
Power | 25 HP |
Duration | 2 minutes |
Range | 10 meters |
Other | maximum size 8 square meters |
Prerequisite | Freeze |
Creates an icy suit of armor with armor rating = 1/2 MP used. Normal Strength rules apply; Armor Rating must not exceed Strength attribute.
Time to Cast | 5 seconds |
---|---|
Difficulty | 20 |
MP cost | varies (2x Armor Rating) |
Power | 1/2 MP used |
Duration | 10 minutes |
Range | contact |
Other | |
Prerequisite | Ice Wall |
Technically, they are more like ice chunks. But ya, you attack with ice.
Upon successful cast, roll 3 attacks of d3 dmg. (distributed between 1 to 3 targets)
Time to Cast | 5 seconds |
---|---|
Difficulty | 20 |
MP cost | 5 |
Power | 3d3 dmg |
Duration | 1 round |
Range | 10 meters |
Other | |
Prerequisite | Freeze |