Weather Magic

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Weather Magic is a Prestige Realm. This means that it cannot be used alone with any degree of safety. The caster must have some Skill in both the Air Magic and Water Magic Realms, which belong to a different Category (Weather Magic is Nature Category, Air and Water Magic are both Element Category).

Both the Air Magic Realm Skill, and the Water Magic Real Skill, must equal or exceed the level of the Weather Magic Spell. If this is not the case, the spellcasting attempt is subject to a severe RD penalty, and if the attempt ends in an Abortive Fumble (which is quite likely!), there is a further positive modifier to the Spellcasting Fumble Outcome roll.

Weather Magic Spells are large-scale effect only (to "raise a mist" or similar, use Air Magic or Wather Magic Spells), and can predict natural weather (that is if someone else uses Spells or other magic to affect the weather, the prediction turns out un-true), and can also influence the weather, with the degree of deviation possible from the natural (the natual weather, and season and climate) depending on the level of the Spell, e.g. to turn the wind 45 degrees can be done with a 3rd level spell, but to turn the wind 135 degrees requires a 5th level spell, and 136-180 degrees requires a 6th level Spell.

Important: Do not make a character who knows Weather Magic but who does not also have Air and Water Magic, Or at least if you do, your character should be aware that he has a pressing need to acquire the necessary prerequisite Skills.

Contents

The Realm of XYZ

General information about the Realm

Simple Spells

Put all Spells here that do not utilize Build Points at all, sorted according to sub-Realms or themes into sub-sections.

sub-Realm

sub-Realm

Build Spells

Put all Spells here that use Build Points

Build Point Usage

Define here all the things that Build Points may be spent on

Related Item Abilities

Item Abilities that are classified as belonging to this Realm for the purpose of avoiding the out-of-Realm tax on Investments.

Pertinent Enchantments

Alternate sub-Realms

Other sub-Realms that are legal choices, e.g. "horizontal" sub-Realms for Necromancy

The world

World impact

The Ärth setting

Design Notes

Log of important changes

Quick mini-glossary

See also

Tables

Table for Spells:

SL Spell
name
Effect CTI R. Dur. Res. Notes
Normal Strong
Magic
Very Str.
Magic
1 sn effect SM VSM cti r d no xyz

Table for Greater Spells:

GSL Spell
name
Effect CTI R. Dur. Res. Notes
Normal Strong
Magic
Very Str.
Magic
3 sn effect SM VSM cti r d no xyz
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