"age system weather arcana" By robblu (https://pastebin.com/u/robblu) URL: https://pastebin.com/iLiBfGxq Created on: Wednesday 18th of November 2015 10:52:37 PM CDT Retrieved on: Saturday 31 of October 2020 03:42:48 AM UTC Weather arcana (Homebrew) I made this arcana for a mage in my group that is playing a druidish forest lover guy. He already got healing arcana and wood arcana so i thought that weather arcana was a good idea for him to go next, please give me some feedback Weather arcana You have the ability to bend natural phenomenas with your will Novice : You learn the spells Sunbeam and Weather shaping. Journeyman : You learn the spell Windwall You also gain the focus Intelligence (Weather arcana). Master : You gain the spell Gaia's wrath. You also choose one spell stunt you can perform for -1 SP when casting Weather arcana spells. Sunbeam Spell type : Attack MP Cost : 4 MP Casting Time : Major action Target number : 11 Test : Dexterity (Acrobatics) VS Spellpower You focus the sunlight into an intense beam of heat and light on a single target dealing it 1d6+Will penetrating damage and temporarily blinding it. The blinded creature get a -2 malus on its attack roll and defense. The blinded creature may make a test of Perception (Seeing) with a TN of 13 each turn as a free action to cancel the blinding effect. The target creature may take a Dexterity (Acrobatics) test vs. Your spellpower when the spell is cast at it to take only 1d6 penetrating damage and avoid beeing blinded. The caster must be in sunlight to cast this spell. Weather shaping Spell type : Utility MP Cost : 3 MP Casting Time : Major action Target number : 12 Test : None You may change the actual weather in the zone as big as you cas see. You may change it to cloudy, sunny, rain, snow, fog and windy. The spell do no damage. Wind Wall Spell type : Defense MP Cost : 6 Casting Time : Major action Target number : 13 Test : Strenght (Might) VS Spellpower You create a wall of furious wind protecting your position. The wall is 6 yards long and 1 yard wide and last all the encounter. You may end it early as a free action. If the spell is cast more than once during an encounter, you may link together the sections into one continuous wall. The wind wall prevent every non-magical projectile to pass through it. Any creature passing and attacking through it must take a strenght (might) test vs. your spellpower or be knocked prone and pushed back on the side of the wall it came from. Gaia's wrath Spell type : Attack MP Cost : 12 Casting Time : Major action Target number : 15 Test : Strenght (Might) vs. Spellpower You unleash a random cataclysm centred on a point of your choice within 30 yards of you, dealing damage to any creature caught in it. If the spell succeeds, the result of the dragon die determine the issue of the spell. Dragon die result Cataclysm Effect 1 Tornado A tornado spontaneously appear in a 3x3 yards zone of the centred in the point previously chosen and hurls every creature in the air randomly within 30 yards away. They take 4d6+will damage and are knocked prone as they fall on the ground. The tornado pull anyone within 10 yards of the ''hurling zone'' of 5 yards each turn. Creatures may make a strenght (might) test vs your spellpower to be able to move away from the tornado and resist its attraction as a minor action. The tornado last a number of round equal to half of your willpower rounded up. 2 Hail storm Big chunks of ice start to fall from the sky in a 9x9 yards square zone centred on the point previously chosen dealing 2d6+will penetrating damage each round to any creature in the zone. Moreover, every creature have a -2 malus to their attack roll and defense while they are in the storm's zone. The hail storm last a number of round equal to half of your willpower rounded up. 3 Electric storm As the thunder starts to scold and clouds starts to darken the sky, many bolts of lightning strike randomly on the battlefield in a 7x7 yards square zone centred on the point previously chosen. When the spell is cast and at the begining of your turn while the spell is active, every creature throm 3d6. The two creatures having the lowest results are struck by the lightning taking 2d6+will penetrating damage. The storm last a number of rounds equal to your willpower -1 (Minimum 1 round). 4 Collapsing field All of a sudden, a huge part of the ground collapse. Every creature in a 5x5 yards zone centred on the point previously chosen must do a dexterity (acrobatics) test vs your spellpower or fall underground, taking 4d6 damage. At the begining of their turn, they must make a strenght (might) or strenght (climbing) test vs your spellpower as a free action or are trapped in the hole, being unable to fight. An ally may help a creature underground to exit the hole by any mean at its disposition. 5 Acid fog A greenish fog starts to appear on the battlefield in a 7x7 yards square zone centred on the point previously chosen. Every creature take 1d6+will penetrating damage each turn they past in the zone. Moreover, their equipment start to melt, getting a cumulative malus of -1 of defense to any armors and -1 of damage to any weapons each turn. All equipment damaged this way must be repaired to get rid of the malus. 6 Volcanic eruption A small volcanic eruption suddenly emerge from the ground in a 3x3 yards zone centred on the point previously chosen. All creatures caught in the eruption take 4d6+will penetrating damage. All creatures less than 3 yards away from the eruption take 2d6+will penetrating as splash damage. All flamable objects that are not worn and carried in the eruption zone and slpash zone ignite in the process.