Weather Lore

copyright 1999 by Dan Ashlock

Contents

(Cover)

   Introduction
      Natural Lightning
   Spells
      Air Atunement
      Area of Storm(F)
      Change Weather(F)
      Climate(F)
      Cloud of Coercion(F)
      Cloud Island
      Dust Devil
      Fall
      Fly
      Fog
      Forecast
      Form of Air
      Form of Fog
      Guardian
      Gust of Wind
      Hail
      Ice
      Lesser Guardian
      Lightning Rod(F)
      Magewind
      Mudslide
      Protection from Cold
      Protection from Lightning
      Protection from Weather
      Recharge
      Rune of Protection from Weather
      Snowbolt(F)
      Storm Aura
      Superior Guardian
      Thunderbolt(F)
      Transport as Lightning
      Turn Weather
      Twister(F)
      Weather Damage
      Weatherize
      Windvoice
      Windwalk

Introduction

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The area of weather is a bit odd as natural lore. Since many of the Core spells of natural lore are tied to the natural lorist's area and type of territory it is necessary to figure out just what a weather mages territory is. It includes cloud islands and any area that is constantly being blasted and changed by the weather. Such areas are typically hard to find, though a weather lorist can create a cloud island if he is powerful enough. The animals that count as being in the Weather lorists natural lore area are high flying birds and the strange animals of the upper air as well as native creatures on cloud islands.

The spells of weather lore are concerned with the control of weather and the production of localized weather effects for tactical effect. The offensive spells in weather are more likely than most to bite their caster. They are also more powerful for their rank and mana cost than is typical of natural lore. Notice that weather control spells, the non-tactical ones, do not work inside or underground.

Natural Lightning

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Several of the spells in weather lore deal with ``natural'' lightning. This means the referee will need to know how big the lightning bolts that come out of a thunderhead are. In this game there are three classes of lightning storms. The size of bolts they produce is as follows.

Class 1 2d6+3 d6's
Class 2 5d6 d6's
Class 3 4d10+1 d6's
It is left to the referee to figure out which class of storm is appropriate but each class should be at least five times as likely as the one above it. Weird regions may have enhanced probabilities of higher ``class'' storms. The temperature drop accompanying storms goes up sharply with their class.

Spells

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Air Atunement.
Rank: 6.
Csp: -60.
Mana: 13 or more.
Range: none.
Duration: 1 day.
Area of Effect: caster.
Description:

This spell attunes the caster to the energies and forces of the air. It has a number of effects. The caster has a flying movement (in air) of 16" of the stop-on-a-dime, turn-on-a-whim variety. The caster may save versus stress to allow any lightning to simply pass through him. The caster gains the faz sense from the monster power lists. The caster is automatically immune to damage from natural weather other than lightning and may save versus stress to allow weather type damage from spells to do no damage (cold, ice, etc.). Impact or other physical damage from things carried by the wind does not count as weather damage. The caster may add +5 stress save for use with this spell only, or +3" of flying movement, for +1 mana. Special failure mode one deprives the character of directional control. The character flies forward and may only change directions by falling a bit (always an option) or getting to a solid object and changing direction. Special failure mode two causes the caster's faz sense to be hyper-acute, forcing him to make stress saves to concentrate. Special failure mode three causes the character to not be immune to weather based attacks and to attract lightning that passes within 3" of him.

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Area of Storm(F).
Rank: 5.
Csp: -36.
Mana: 11 or more.
Range: none.
Duration: 3+2d6 rounds.
Area of Effect: 50" radius.
Description:

This spell only works out of doors and causes low, dark clouds to gather after the sixth pip of casting (or with great speed if cast from a magic item). When the spell takes effect then a violent storm commences in the area of effect. The caster may reduce visibility no more than to dimness or to where rain or snow forces -5/1" modifiers. At maximum one eighth of an inch of rain or one inch of snow per round will fall. Each person in the area of effect other than the caster must save versus agility (at +/-10 per level of increased or decreased size) or take a hand-to-hand CET. In addition class one lightning bolts (see the introduction) will rake the area. The caster may target one per round, another with a stress save, a third with a stress save at -15, etc. with three pips needed. A person in metal armor or grounded will be hit on a 1 or 2 in 6, others on a 1 in 6 - being targeted by the caster immunizes you from this. For +1 mana the caster can add +20" radius or +3 rounds duration. For +5 mana the caster may increase the bolts to class two. For +10 mana the caster may increase the bolts to class 3. The spell ends if the caster is knocked unconscious or killed. Special failure mode one causes the storm to move 4d6"/round in direction selected at random. Special failure mode two causes the lightning to fail. Special failure mode three causes the lightning to invariably target the caster in addition to functioning normally. This may distract him.

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Change Weather(F).
Rank: 5.
Csp: -1200.
Mana: 6 or more.
Range: none.
Duration: see below.
Area of Effect: 1 km radius.
Description:

This spell allows the caster to change the weather. The amount of change is accounted along several categories. Precipitation, wind, temperature, and side effects. This spell allows the caster to change one category by one place (see the tables following the spell description to get an idea of what a ``place'' is) or cause or suppress one side effect appropriate to the current effects. It takes at most an hour for the shift to take place, less if conditions are ripe for it. For each +1 mana the caster may halve the time for the change. The change will last 6 hours plus as long as the referee feels is appropriate based on local meteorological conditions. The caster may double the radius of effect or duration for +2 mana. For +2 mana he may shift the weather one place more within a category, shift it one place in an additional category, or trigger/suppress an additional side effect. If the caster first carefully thinks things through (from -1000 added delay to as much as several several DP) he may change the area of effect to a very specific shape. Consult your referee in particular cases.

The effects of weather are very terrain dependent and the referee may add any effect he feels are appropriate in a given setting, e.g. mud-slides during a medium rain in a rock quarry. If conditions are right for a side effect, it may happen even if mana is not spent to trigger it. Special failure modes will cause shifts in unused categories, trigger secondary weather changes at the edge of the area of effect, or are left to the referee.


Categories

Temperature.
Level Effects
Cryonic temperatures at least 2d6 of cold damage per round*
Arctic Temperatures at least d6 of cold damage per round*
Bitter Cold at least d3 of cold damage per round*
Winter Cold below freezing*
Cold near freezing
Cool no effect
Warm no effect
Hot 1 stam/hour if encumbered (>1x carry)**
Too hot 1 stam/hour, d3 if encumbered.**
Very Hot dehydration, d3 stam/hour d6 if encumbered.**
Inferno d6/hour, 2d6 stam/hour if enc., plants die
Fire Temperatures Spontaneous fire, 3d6 stam, d3 hits per hour.

* unclothed, +4d6, lightly clothed +3d6, under-dressed +2d6, no winter clothes +d6.

** +2 per level of encumbrance above one, +4=d6. Characters without stamina as a result of heat exhaustion have their carry and movement halved.

Wind.
Level Effects
Thick Air 1/2 movement, air feels heavy.
Dead Air Oppressive, hard to stir a breeze.
Still Air Excellent conditions for hearing.
Slight breeze no effect.
Moderate breeze Okay for sailing.
Steady wind Good for sailing.
High wind Cloth, paper torn from hands.
Very High Wind Old trees, shacks, etc. go down.
Windstorm Structural damage to wood, vegetation destroyed.
Iron Wind 3d6 impact damage, earth moved, cities leveled (slowly).

Precipitation.
Level Effects
Negative Very Dry, presently.
None none, unless maintained into drought.
Light drizzle or flurries.
Medium as type, which is determined by temperature. poor visibility.
Heavy Mud, snow-drifts, etc. No visibility.
Very heavy Quick snow-drifts, effectively blind.
Cloudburst Flash floods, agility save to stand in rain. Instant drifts. Travel advisory.
Deluge No travel, floods and destruction.

Side Effects.
Level Natural Requirements
Fog Near Freezing to Cool Bad to No visibility
Glaze Ice Near freezing+Medium Precip Agility save to move fast
Lightning medium precip, plus drop 1% chance of being hit,
temperature 1 place. +1% per added mana.
Buildings often hit
Lightning See: natural lightning +/- one class,
Class if possible
Tornados Wind +2 to at least high, As the spell twister, but
and change temperature 2. no control (and none
needed).
Swirly Wind Any wind at all Assorted annoyance. Can't
light fires; sand or dust
in eyes
Wind-chill Cold+wind, some Precip +d6 cold damage

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Climate(F).
Rank: 6.
Csp: -lots.
Mana: 4 or more.
Range: see below.
Duration: permanent.
Area of Effect: see below.
Description:

This spell require the caster erect a monument, obelisk, etc. which is the special focus of the spell. The construction may be of modest size, but must be at least as large as an outdoor barbecue grill with a chimney. It allows the caster to create a micro-clime within existing natural barriers in which he may completely specify the climate. The referee will assess an additional mana cost of 0-5 mana based on the difference between the micro-clime and the surrounding weather. If this cost is zero mana then it represents little difference, perhaps moderation of temperature of lack of the most violent storms. A five mana added cost is enough to create a tropical valley in the arctic. Construction time is 5 DP plus 1 DP per 10 square kilometers in the micro-clime. For each +2 mana the DP cost is cut in half to a minimum of 5, allowing much larger areas to be affected. If two of these spells are opposed one intersecting regions then the smaller one wins (if it is much smaller) or the area of intersection of their effects is split between them. The caster may specify the distribution of weather types in each season and may, to some degree, control the number of seasons. Special failure mode one causes the seasonality to be other than the caster expects. Special failure mode two causes the changes from outside of the area of effect to inside to be the reverse of what the caster intended. Special failure mode three causes the weather to be far more variable than the caster intended.

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Cloud of Coercion(F).
Rank: 1.
Csp: -12.
Mana: 1 or more.
Range: targeting roll.
Duration: 1 day.
Area of Effect: one person or creature.
Description:

This spell allows the caster to form a small cloud that will float just above the target's head. The target may save vs magic to avoid having the cloud take up residence. The caster may subtract 5 from the magic save per +1 mana. For +2 mana the caster may designate some action of the victim that will cause the cloud to rumble and hit him with a small bolt of lightning, +1 forbidden action for +1 mana. The cloud does 2d6 of lightning damage, +2 points per +1 mana (recall that +4 = +d6). If the victim figures out what is causing the lightning bolt then he must save vs stress to perform the action and risk the lightning unless he typically takes no damage from the bolt. For +1 mana the cloud will drizzle, rendering the victim damp, for +2 mana the cloud will rain fairly hard, for +3 mana it will be the equivalent of a small cloudburst. The caster may get 2x duration or affect +1 person for +1 mana (a targeting roll every -3 pips for added people). If the targeting roll fails the cloud will not form. Special failure mode one causes the cloud form weather or not the targeting roll works and to then seek out he largest concentration of mana within 3" of the victim (or miss scatter point): it will also refocus on a person with more mana about him that the victim if such a person gets within 3". Special failure mode two causes the spell to rebound on the caster. Special failure mode three causes the cloud to do +3d6 of lightning (3d6 if none was paid for) and zap anyone within five inches of the victim that performs the specified forbidden action.

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Cloud Island.
Rank: 7.
Csp: -600.
Mana: 15 or more.
Range: touch.
Duration: see below.
Area of Effect: one contiguous cloud.
Description:

This spell solidifies a cloud so that it can be used as if it were land. The caster must leave the mana for this spell embedded in the cloud for at least a year or it the cloud reverts to normal over a period of 4d6 hours. The time until permanency of the effect may be divided in half for each +1 mana. The caster may give the cloud +1" of movement (which adds to the wind vector), from a base of no movement for +1 mana. This movement can be used for climbing and descent as well as lateral movement and requires that the caster exercise his will to change the direction of movement. The cloud will return to its natural altitude of 4-6 thousand feet if the mage doesn't maintain at least slight concentration.

The caster may sculpt the topography of the upper surface of the cloud as he wishes. Soil will tend to form in the depressions on the top of the cloud from wind blown dust in a matter of a few years and, if a plant mat forms, may spread. The mage may transplant life to the cloud island if he wishes. There are some life forms that live in the sky anyway that may settle on the island. Special failure mode one causes the cloud island to have some "soft" spots. Special failure mode two causes the cloud to float only a few hundred feet up instead of 4-6 thousand feet. Mode three causes the cloud to move erratically and occasionally tilt or ripple a little.

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Dust Devil.
Rank: 3.
Csp: -18.
Mana: 5 or more.
Range: targeting roll, see below.
Duration: 3-18 rounds.
Area of Effect: one creature or object.
Description:

This spell creates a small vortex, about 1-2" across and 2-3" high. This vortex will appear around the target if the targeting roll is successful and will move toward or with target at a rate of 2-12" per round. It tries to envelope the target and tends to render action and movement difficult. Any skill requiring speaking or careful manual skill is at -20 (e.g. spell casting). Missile or other ranged hit rolls are at -15. Hand combat and other skills not requiring great manual dexterity are at -10. Movement requires an agility save at +/-10 per size above/below zero and +15 for every level of density above zero. A perception save at -1/1" (or worse if the air is not clear) is required to notice anything not aimed at the person in the dust-devil. Someone in the dust devil gains +30 elusiveness against missile attacks and +15 against aimed spell attacks other than those cast by the mage originating the dust devil. For +1 mana the caster may add +d6 of movement, +d6 rounds of duration, or may throw +1 additional dust devil with a delay of -3. Targeting multiple dust devils on a single creature has no additional effect. Special failure mode one causes the dust devil(s) to choose (a) random target(s). Special failure mode two is like one except that there are d3 additional dust devils. Special failure mode three causes any dust devils there are to target the caster and then those nearest the caster.

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Fall.
Rank: 2.
Csp: -2.
Mana: 3 or more.
Range: none.
Duration: 3 rounds.
Area of Effect: caster.
Description:

This spell causes the wind to lift up the caster so that he hits the ground as if he had fallen half the distance he actually fell. Landing must take place during the spells duration for the spell to work. It requires no gestures or words, just concentration and expenditure of mana. This spell requires fairly open country (with the potential for wind) unless there is already some wind going in the right direction, as might happen in some caves. For +1 mana, the divisor of the distance increases by one. So for 4 mana the apparent falling distance is 1/3rd. The caster may get +6 rounds duration for +1 mana. Special failure mode one causes the wind to blow a bit late decreasing the divisor by half (rendering the basic spell useless). Mode two causes the caster to keep the same speed but be blown sideways so that the vertical velocity savings are changed to horizontal velocity. This adds somewhat to the damage, typically (1+velocity/5) times damage, but may put the caster somewhere inconvenient. An interposing cliff results in full damage while a briar patch may both reduce and change the character of the damage. Mode three causes the caster to blow back up in the air at a rate of 2d6" per round after he approaches the ground.

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Fly.
Rank: 4.
Csp: -60.
Mana: 9 or more.
Range: none.
Duration: 10 minutes.
Area of Effect: caster.
Description:

This spell causes a small (noisy) tornado to form around the lower half of the caster allowing him a flying movement of 6". The caster may get +2" move or 2x duration for +1 mana. An added mana will also reduce the noise level along the track 0-Roar, 1-Dull Roar, 2-Like loud conversation, 3-whisper like. This spell requires agility saves (each round) to be used inside or the caster crunches into things. The tornado also throws light objects around. The caster is none too stable outside; movement tends to be zig-zaggy. Special failure mode one results in half the maximum velocity. Mode two allows the tornadino to form but it doesn't lift the caster at all. Mode three causes the caster to move +d6" in a random direction each round he attempts to fly.

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Fog.
Rank: 2.
Csp: -120.
Mana: 3 or more.
Range: none.
Duration: 30 minutes.
Area of Effect: 5" radius.
Description:

This spell creates sight-obscuring fog. The fog dissipates quickly in a gust of wind, but hangs around for the full duration otherwise. The caster may add +3" radius or +1 hour duration for +1 mana. For +2 mana the fog will move with the caster, with the caster able to move the fog at a rate of 3" so long as he remains within it. For +3 mana the caster may see through his own fog. Special failure mode makes the fog opaque to the caster even if he paid the extra mana but otherwise permits the spell to function normally. Mode two causes the fog to leave a clear space of 1/2*(d6) feet at ground level. Mode three causes patchy fog with random clear spaces.

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Forecast.
Rank: 1.
Csp: -20.
Mana: 1 or more.
Range: none.
Duration: see below.
Area of Effect: caster.
Description:

This spell allows the caster to save vs stress to know the accurate weather forecast, assuming no magical intervention, tomorrow. For +1 mana the caster may get +1 more days forecast or +10 to his stress save to forecast the weather. The stress save is rolled by the referee and a blown roll leads to an inaccurate forecast, with degree of inaccuracy proportional to the amount the roll was blown by. Special failure mode one causes the caster to get the days mixed up or skip past a day in his forecasting. Mode two causes the caster to get a forecast that is serious trouble if true (but is only true by chance). Mode three causes the caster to save versus unconsciousness but wake up with a correct forecast, even if he blows the save.

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Form of Air.
Rank: 4.
Csp: -180.
Mana: 7 or more.
Range: none.
Duration: until terminated.
Area of Effect: caster.
Description:

This spell allows the caster to vary his density from normal to that of air. The caster's physical form remains cohesive but he may fall or drift downward pretty much at a rate according to his whim. The caster may also squeeze through a hole or gap about half as large as without the spell, +1 divisor for +1 mana (so a hole one-fifth as large would require +4 mana). The caster has a gliding movement of WP/10+(WP>19)/10+(WP>24)/6. He still takes magic, fire, or necromancy damage normally. The caster may look normal to semi-transparent at a whim, with the transparency and density varying independently. It costs the caster a premium of 1 mana per rank of a spell to cast it from air form if it affects anything other than himself. Magic items will not work from fog form at all unless the mage that made the magic item had some form of the Form of Air spell and spent +3 DPs making the magic item ``airform capable''. The caster may add +1 gliding movement for +1 mana. For +1 mana the caster may resume airy form a second time, 2x as many times per each +1 mana. Special failure mode one causes the caster to revert to normal the first time he tries to cast a spell, as he starts casting. Special failure mode two causes the caster to be the density of air whenever he is in airy form. Special failure mode three is like two save that the caster rises 5" per round until he ends the spell - though a quick friend or a solid object will arrest the progress.

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Form of Fog.
Rank: 6.
Csp: -300.
Mana: 11 or more.
Range: none.
Duration: until terminated.
Area of Effect: caster.
Description:

This spell turns the caster into fog. He may leak through cracks and has a flying movement of WP/8+(WP>14)/8+(WP>20)/4. The caster may only be hit by +1 or better weapons. He still takes magic, fire, or necromancy damage normally, and takes impact damage from sudden wind; roughly d6 per 5 kph. The caster may look like a foggy version of himself or just like a drifting patch of fog. It costs the caster a premium of 2 mana per rank of a spell to cast it from fog form if it affects anything other than himself. Magic items will not work from fog form at all unless the mage that made the magic item had some form of the Form of Fog spell and spent +5 DPs making the magic item ``fog capable''. The caster may add +1 flying movement for +1 mana and +1 better ``weapons to hit'' for +3 mana (to a maximum of half his rank with Weather Lore, rounded up). For +1 mana the caster may resume fog form a second time, 2x as many times per each +1 mana. Special failure mode one causes the caster to revert to normal the first time he tries to cast a spell, as he starts casting. Special failure mode two causes the caster to be susceptible to normal weapons. Special failure mode three is a fizzle.

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Guardian.
Rank: 4.
Csp: -120.
Mana: 7 or more.
Range: touch.
Duration: 1 week.
Area of Effect: one place, see below.
Description:

This spell creates a silvery-purple sphere about a foot across of lightning that embodies its creator's intent. It will stay where it is created, surrounding an object (no more than three feet in the longest dimension) or moving about within a 20" radius, patrolling like a guard (movement is flying as 2x the caster's rank). It can be made to stand aside with a password, said password set when the guardian is cast, and disappears if someone tries to take what it is guarding or force their way past it. When a guardian disappears its creator will see an image of the situation concerning the disappearance and the guardian it will discharge 2d6+3 d6's of lightning damage in a 2d3" radius - unless it is simply a case of duration running out. A weather mage may have no more guardians of this type (or any other) cast than twice his rank with weather lore. Duration of the guardian is 2x per +1 mana. The guardian has sight, hearing, touch, and smell as its caster does. Special failure mode one causes a guardian that wanders at random at a rate of d6"/round but that otherwise acts normally. Special failure mode two causes the damage done to be decreased to d6 points of damage. Special failure mode three causes a guardian to unleash, each round on a 1 in 6, a 3d3-die lightning bolt at any living or metallic object within 5" of the guardian.

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Gust of Wind.
Rank: 2.
Csp: -6.
Mana: 3 or more.
Range: none.
Duration: instantaneous.
Area of Effect: see below.
Description:

This spell causes an abrupt gust of wind in a path 1" to 5" wide (casters choice) and up to 30" long to spring up from the casters finger-tips. The caster may add +1" width and or +10" length for +1 mana. The gust is about 20 kph, +5 per +1 mana, to a maximum of ten times the caster's rank and will blow away clouds of gas, etc. Special failure mode one causes the gust to start d3" in back of the caster rather than proceeding from his finger-tips. Special failure mode two causes a gust that goes in a semi-circle. Special failure mode three causes six identical gusts, equally spaced, to emanate from the caster.

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Hail.
Rank: 3.
Csp: -24.
Mana: 7 or more.
Range: targeting roll.
Duration: 1 round.
Area of Effect: 3" radius.
Description:

This spell causes a small hailstorm. The storm does 2d3 of d6's of impact damage and forces agility saves to stand while the hail is falling. Those hit by the storm are entitled to an agility save to half damage if they choose that as their action. During the storm and for 2d6 minutes afterwards (less if it's hot), the area hailed and 1" around it will be slick, forcing an agility save (or fall) for moving through or fighting in it. The caster gets +5" radius or +d3 d6's damage for +1 mana but may do no more d3 of d6's than two plus his rank with weather lore. Each added d3 of d6's subtracts 5 from agility saves to stay standing during the storm. He may add +1 round duration to the hail storm for +2 mana. Special failure mode one causes patterned hail, each hex gets 2d3 fewer d6's, to a minimum of 1d6. Special failure mode two causes freezing rain instead of hail; d3 of cold damage for each d3 of d6's of hail intended but the agility saves to keep your feet are at -30. Special failure mode three causes a howling blizzard. A added penalty of -1/1" to missile hit and sighting rolls through or in the area of effect and the agility save to keep your feet remains.

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Ice.
Rank: 3.
Csp: -12.
Mana: 7 or more.
Range: targeting roll.
Duration: until the ice melts or finishes freezing normally.
Area of Effect: 5" radius.
Description:

This spell causes a glaze ice coating to form, in any shape the caster wants, inside the area of effect. Glaze ice forces agility saves to stand, -30 if moving or fighting. The caster may add +3" to the radius or +10 minutes before the ice starts melting (or freezing too solid to be slick) for +1 mana. Special failure mode one divides the spell's duration by 2d10. Mode two multiplies the size of the area affected by 2d10. Mode three causes the glaze ice to be rough and hence high traction, no agility saves.

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Lesser Guardian.
Rank: 2.
Csp: -60.
Mana: 3 or more.
Range: touch.
Duration: 1 day.
Area of Effect: one place, see below.
Description:

This spell creates a silvery-purple sphere of lightning about a foot across that embodies some minor part of its creator's intent. It will stay where it is created, surrounding a small object (no more than one foot in the longest dimension) or moving no more than a few feet to block a doorway or corridor. It can be dispersed with a password, said password set when the lesser guardian is cast, and disappears if someone tries to take what it is guarding or force their way past it. When a lesser guardian disappears its creator will know and it will discharge 2d3+1 d6's of lightning damage into a single target - unless it is simply a case of duration running out. A weather mage may have no more guardians of this type (lesser or any other) cast than twice his rank with weather lore. Duration of the lesser guardian is 2x per +1 mana. The lesser guardian has hearing, touch, and smell as its caster does. Special failure mode one causes a lesser guardian that wanders at random at a rate of d3"/round but that otherwise acts normally. Special failure mode two causes the damage done to be decreased to d3 points of damage. Special failure mode three causes a guardian to unleash, each round on a 1 in 6, a d3-die lightning bolt at any living or metallic object within 2" of the guardian.

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Lightning Rod(F).
Rank: 3.
Csp: -24.
Mana: 5 or more.
Range: targeting roll.
Duration: 1 hour.
Area of Effect: one person, creature, or object.
Description:

This spell causes the subject to attract any nearby lightning. A victim affected by this spell will be hit by any lightning that goes within 3" of them, the lighting bending to hit them instead of the intended target. If cast on a person or creature, they are entitled to a magic save to avoid the effect when it is targeted on them. The save is -5 per +1 mana and the caster may add +3 hours duration or affect +1 target for +1 mana. For +3 mana, the duration may start when lightning goes off near the target for the first time. This delayed effect fades in 3d6 weeks even if it is not triggered. Special failure mode one causes the spell to affect the caster and the intended target. Mode two causes it to affect only the caster. Mode three causes the spell to have permanent effect on the intended target and caster, though each may still save versus magic to avoid the effect.

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Magewind.
Rank: 2.
Csp: -60.
Mana: 5 or more.
Range: none.
Duration: 1 week.
Area of Effect: one ship.
Description:

This spell will raise up a wind, adequate for sailing, which will take the boat along any route the mage wishes, said route subject to real time corrections if the mage remains with a boat. The mage may cancel the spell at any time but it continues after the mage dies. The mage may add +1 week or +1 ship for +1 mana. Special failure mode one creates a very light wind that requires a skilled sailor to use it. Special failure mode two causes a quartering wind. Special failure mode three causes a permanent wind that follows the boat until it is destroyed or wears out.

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Mudslide.
Rank: 3.
Csp: -160.
Mana: 4 or more.
Range: touch.
Duration: see below.
Area of Effect: see below.
Description:

This spell affects one 1000 sq. foot hillside, +1000 sq. feet per per +1 mana. The area of effect is to the caster's whim but cannot be too complex unless the caster paces the boundary. It causes the dirt to blot up water until it becomes a mudslide. This can happen quickly if a stream runs through the area of effect, but may need to wait for the next rain storm. This spell can also be used to cause mud-pits etc. to form. Cast about the base of a wall it may sink or collapse the wall. For each +1 mana the caster may cut the time until the mudslide forms by half if there is any water . For +3 additional mana the caster can summon up enough water to let the spell work in three days in a dry area. Special failure mode one causes a very slow deliberate mudslide that can be dealt with by prompt action and avoided easily. Special failure mode two causes local total liquefaction but does not cause a general mudslide. Special failure mode three causes a semi-permanent effect creating a swamp at the nearest low point to where the spell was cast.

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Protection from Cold.
Rank: 3.
Csp: -60.
Mana: 7 or more.
Range: touch.
Duration: 6 hours.
Area of Effect: one person or creature.
Description:

This spell makes a person immune to natural cold and gives +6 points of armor against cold damage. Recall that you use your natural fire armor as armor against cold (but not magical armor intended to protect against fire). The caster may get 2x duration or +2 armor for +1 mana. Special failure mode one causes the duration to divide by 2d6. Special failure mode two causes the increased cold armor to decrease protection against fire, though by no more than the recipients natural fire armor. Mode three does d6 of cold damage per point of mana spent and otherwise fails.

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Protection from Lightning.
Rank: 3.
Csp: -60.
Mana: 7 or more.
Range: touch.
Duration: 1 hour.
Area of Effect: one person or creature.
Description:

This spell makes a spell versus spell roll against Lightning Rod or Direct Lightning spell, deflecting their effects completely for the recipient of the Protection from Lightning if it wins the spell versus spell roll. This spell also gives +30 physical elusiveness against targeting rolls for lightning spells, and adds +6 points of armor against lightning damage. For +1 mana the spell bestows +1 armor and +3 to the physical elusiveness against lightning attacks or for +1 mana the caster may double the duration. Special failure mode one causes the spell not to give added armor. Mode two causes it to work save that it has the effects of a lightning rod spell; all lightning targeted hits automatically. Special failure mode three causes the recipient to have an aura that does 2d6 points of electrical damage to anyone touching them via any sort of conducting path; the spell otherwise fails.

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Protection from Weather.
Rank: 5.
Csp: -3.
Mana: 5 or more.
Range: none.
Duration: 1 day.
Area of Effect: caster.
Description:

This spell renders the caster immune to any effect of weather he wishes to be immune to. He may walk through rain and not be wet, he may feel neither heat nor cold, he will not be hit by natural lightning, he may walk on natural ice without slipping, he may see through natural fog twice as well as normal. In addition the recipient gets +15 to saves to avoid the effect of magical weather. The caster may get 2x duration or add +10 to the save bonus for +1 mana. For +3 mana the caster may cast the spell on another person. Special failure mode one causes the caster to attract nearby bad weather. Special failure mode two divides the duration by 2d6. Special failure mode three causes the spell to fail the first time the caster attempts to exercise the immunity.

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Recharge.
Rank: 2.
Csp: -60.
Mana: 3.
Range: none.
Duration: short, treat as instantaneous during the bolt.
Area of Effect: caster, see below.
Description:

This spell can only be successfully cast in conditions where natural lightning might occur; lightning from a magically summoned storm is considered ``natural'': super-dry desert during a moderate wind is also a possibility. At the end of the spell duration lightning strikes the caster. The caster is free to take an measures he likes to protect himself from the lightning. Every point of lightning damage that hits the caster may, if he is still conscious, be used to restore hitpoints (1:3), stamina (1:1), mana (1:1), or health (1:10). These points of damage used in recharge are computed before subtracting defenses and the distribution of healing and recharging is to the caster's whim. Damage done by the lightning is done before healing is applied. The danger of this spell is that the size of a natural lightning bolt is quite variable, see: natural lightning in the introduction to the rules on Weather Lore.

If the caster is completely healed and recharged with points left the caster may super-charge their mana, the super-charge leaks away at a rate of one point per minute. Special failure mode one causes the caster's mana to abruptly leak out after the recharge (he keeps any healing that's done). Mode two causes 2-20 bolts to hit the area with attendant destruction at the same time the recharge hits the caster. Mode three causes the casters defense (though not immunities or damage reductions) from lightning to be at half strength during the recharge but increases the caster's mana by d3, permanently.

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Rune of Protection from Weather.
Rank: 4.
Csp: -lots.
Mana: 7.
Range: see below.
Duration: permanent.
Area of Effect: one structure, see below.
Description:

This spell permits the mage to power a rune that requires 6DP+1DP/1600 square inches of footprint to engrave. Once powered the rune prevents damage to the structure from natural weather. The roof will not leak, mildew, or rot. Lightning will seldom strike and will not damage the structure. frost heave or freezing will not crack or damage it. The rune provides no protection from magical weather. Special failure mode one causes the structure to weather quite a lot and be almost impossible to repair. Special failure mode two causes the structure to develop one interesting defect, e.g. the roof always leaks, but otherwise remain secure. Special failure mode three causes the structure to attack storms and to decay at a far higher rate than normal.

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Snowbolt(F).
Rank: 3.
Csp: -18.
Mana: 3 or more.
Range: targeting roll.
Duration: instantaneous.
Area of Effect: one person or creature.
Description:

This spell causes a bolt of snow to fly from the casters fingers. The basic snowbolt does 2d3 of d6's of impact damage and forces an agility save or CET. The caster may add +d3 of d6's of impact damage and a -5 to the agility save for each +2 mana. For various amounts of added mana the caster can get different effects (but only one).

Mana Effects
+1 Dry snow in the bolt forces (separate) agility save or sand in the face roll, agility save has same minus as the first.
+2 Slushy snow in the bolt chills for -d3 speed per 3d6 impact damage done. Speed returns one pip per round at the end of the round.
+2 Very wet snow, does half cold damage, half impact damage, and -(d3+1) speed per 3d6 of impact and cold damage done.
+3 Sharp ice in the bolt causes the bolt to do edge rather than impact damage.

Special failure mode will cause added mana to have no effect. Special failure mode two causes the snowbolt to explode about the caster affecting those in a d3" radius. Special failure mode three yields 2d3 snowbolts that fly off in random directions and strike a random targets with half the caster's spell bonus.

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Storm Aura.
Rank: 4.
Csp: -12.
Mana: 9 or more.
Range: none.
Duration: 10 minutes.
Area of Effect: caster.
Description:

This spell causes the caster to glow with bright St. Elmo's fire. It has a number of effects. It delivers a 2d3 d6's of electrical shock to anyone within 1" of the caster or connected by a conducting path (e.g. a metal weapon). The number of d6's are rerolled each time the aura does damage. The aura also causes the caster to have +15 physical elusiveness against all missile weapons, +30 versus missile weapons incorporating any amount of metal, and +45 versus targeting rolls for lightning spells. This is due to blurring, electrostatic repulsion, and harmony with lightning. A lightning spell that ``misses'' the recipient of the storm aura may go clean through the person with the storm aura. The caster has +10 lightning and +5 magic armor as well. The caster may add +d6 damage (but +2d6 becomes +d3 d6's) or +2/1 armor for +1 mana. The duration is 2x per +1 mana. If a storm is in progress the caster will get +3-7 mana of effect (depending on the violence of the storm). This added effect may not be spent of duration beyond the end of the storm but is otherwise spent as the caster sees fit. Special failure mode one causes lightning bolts to jump toward anything containing mana within 3" of the caster on a 1 in 6 each round. These bolts do as much damage as the aura. Special failure mode two causes the caster to take the damage of the aura (which may not be intolerable). Special failure mode three causes the aura to bud an equivalent aura on anyone that hits the caster with a metal weapon or bare fist. The child aura is like the original one (save that it does not spread) and lasts 2d6 rounds.

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Superior Guardian.
Rank: 6.
Csp: -180.
Mana: 11 or more.
Range: touch.
Duration: 1 year.
Area of Effect: see below.
Description:

This spell creates a silvery-purple sphere of lightning about a foot across that embodies its creator's intent. It will stay where it is created, surrounding an object (no more than five feet in the longest dimension, stretching as required) or moving about as the caster wishes. It can be made to stand aside or guide people to specific places with passwords, said passwords set when the guardian is cast, and disappears if someone tries to take what it is guarding, force their way past it, or if the guardian construes it's orders as requiring it. A superior guardian can take moderately complicated orders but has no manipulation. It can loose 5d6 single-target lightning bolts, targeted with the caster's spell bonus and CSP as an action with a delay of -3 at will. When a superior guardian disappears its creator will see a full-sensory image of the situation concerning the disappearance and the superior guardian it will discharge 5d6 d6's of lightning damage in a 4d3" radius - unless it is simply a case of duration running out. A weather mage may have no more guardians of this type (or any other) cast than twice his rank with weather lore. Duration of the guardian is 2x per +1 mana. A superior guardian has sight, hearing, touch, and smell as its caster does as well as the ability to sense magic. Special failure mode one causes a guardian that wanders at random at a rate of 2d6"/round but that otherwise acts normally. Special failure mode two causes the damage done to be decreased to 3d6 points of damage. Special failure mode three causes a guardian to unleash, each round on a 1 in 6, a 5d3-die lightning bolt at any living or metallic object within 5" of the guardian.

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Thunderbolt(F).
Rank: 4.
Csp: -60.
Mana: 9 or more.
Range: targeting roll.
Duration: instantaneous.
Area of Effect: see below.
Description:

This spell causes a thunderbolt to issue from the casters hand. It does electrical damage as a lightning bolt from a class one storm (see: natural lightning in the introduction to Weather Lore) to the primary target and 2d3 d6's less to anyone within 1" of the line of flight. The primary target saves vs shock at minus half the damage done to them before defenses or is deafened for 3d6 rounds, as is anyone that takes damage, though they get +15 to their save. Finally, the main target is blown over and back d3" per 3d6 in the bolt, -/+1" per level of added (decreased) mass. For +5 mana the caster may get a bolt from a class 2 storm, which affect those within 2" of the line of flight. For +10 mana the caster may get a bolt from a class three storm which affect those within 3" of the line of flight. Special failure mode one causes forked lightning that splits each 2d3" going in random directions. Special failure mode two grounds the whole effect through the caster. Special failure mode three causes 2d3 bolts, one of which is directed normally and the rest of which go in random directions.

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Transport as Lightning.
Rank: 4.
Csp: -1.
Mana: 9 or more.
Range: targeting roll.
Duration: instantaneous.
Area of Effect: caster.
Description:

This spell allows the caster to travel, as lightning, to any point within line of sight. The caster may use up hitpoints and go through objects with a targeting roll for the object as well as the destination. The caster does d6 lightning damage per hitpoint sacrificed, to a minimum of 5 and a maximum of two plus three times the caster's rank in Weather lore. The caster may make another lightning jump on his next action for +1 mana. Special failure mode one doubles the hitpoint cost of lightning damage done. Mode two causes the caster to re-materialize 2d3" from his intended drop zone in a random direction. Mode three causes the caster to take 3d3 d6's of electrical damage himself and go nowhere.

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Turn Weather.
Rank: 4.
Csp: -60.
Mana: 9 or more.
Range: none.
Duration: see below.
Area of Effect: see below.
Description:

This spell allows the caster to save vs stress, at a minus depending on the force of oncoming weather as determined by the referee, to turn aside the oncoming weather. Making the save by 30 or more (after referee modifiers) allows the caster to direct the weather somewhere specific so long as he concentrates; making the save deflects the weather randomly and it stays deflected without concentration. The caster may get +3 to the save for +1 mana. Special failure mode one causes the weather to pause for a few minutes to a few hours (depending on it original ate of approach) and then resume its approach. Special failure mode two causes the weather to come to the caster and hang over or about him. Special failure mode three causes the weather to grow and go in a couple of random directions.

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Twister(F).
Rank: 6.
Csp: -240.
Mana: 13 or more.
Range: see below.
Duration: concentration, see below.
Area of Effect: see below.
Description:

This spell creates a 100" high twister 20" across at the base (it can only be cast where there is room for it). It is visibly forming throughout the casting time. Anything the twister hits takes d100 of impact damage the first round and is lifted into the air with appropriate strength for d10 rounds at which point the object falls. Each round they rise a person takes d6 d6's of impact damage. The twister does hideous damage to structures and digs a trench (2d3)/3" deep as it goes. Cast on water, this spell can produce a water spout.

The caster must maintain intense concentration to control the twister, accruing -30 to his physical elusiveness. The twister moves 12-20" per round, caster can say how much within those limits, and can turn its course at most 10 degrees per round. For +1 mana the caster may get +1" radius or cancel 5 of his physical elusiveness penalty. A stress save is required to keep control if the mage's concentration breaks, say, because he used his full physical elusiveness. Special failure mode one causes the twister to be uncontrollable. Mode two creates an aerial twister that doesn't actually hurt people on the ground directly. Mode three causes the original twister to fission into d3+1 uncontrollable twisters. Uncontrolled twisters last 5d6 minutes.

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Weather Damage.
Rank: 4.
Csp: -600.
Mana: 7 or more.
Range: touch.
Duration: 1 day.
Area of Effect: see below.
Description:

This spell affects a single connected structure with a footprint of no more than 1600". The structure is affected as if by the weather natural to its area at 1000 times the normal rate for the duration of the spell. The caster may multiply the rate by (n+1) by spending n additional mana. The area of effect is 2x per +1 mana. Special failure mode one causes only parts of the structure to be affected. Special failure mode two causes the caster to take d100 points of magical damage as the spell starts, versus armor and stamina first. Special failure mode three causes the structure to abruptly explode doing 10-14 d6 of impact damage to all in the structure (more if a fire starts or something falls on them) and to all within 3d6" of the structure.

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Weatherize.
Rank: 2.
Csp: -lots.
Mana: 5.
Range: touch.
Duration: permanent.
Area of Effect: one object.
Description:

This spell allows the caster to waterproof, rustproof, etc. an object. It costs a few DPs, as determined by the referee, and may only be done to an inanimate object. This spell requires a rune be painted or engraved on the item treated. Examples are waterproofing a canvas tent or rust-proofing a sword. Special failure modes are at referee whimsey. This spell must be learned separately for each type of weather proofing the caster wishes to be able to do.

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Windvoice.
Rank: 4.
Csp: -80.
Mana: 9.
Range: see below.
Duration: see below.
Area of Effect: see below.
Description:

This spell allows the caster to go into a light trance and speak into the wind; everyone upon whom the same wind is blowing will hear what he says. The spell lasts as long as the trance. Special failure modes cause the voice to sound ``different''. Referee inspiration as to actual details.

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Windwalk.
Rank: 7.
Csp: -40.
Mana: 15 plus.
Range: none.
Duration: until the mage stops the spell.
Area of Effect: caster.
Description:

This spell turns the caster into wind. He may move at 20" plus the current wind vector (with him or against him, as the wind blows). The caster is wind, invisible, unable to cast spells or pick things up, and effectively invulnerable to anything less than hellfire or disintegration (and even they must be targeted). The caster may blow out candles, blow paper around, etc. with an agility save for specially difficult feats. The caster may take 2x as many people with him (he counts as the first) or add +5" movement for +1 mana. Special failure mode one cause the caster to be slightly visible. Special failure mode two forces the caster to re-materialize the first time he stops (brings his net movement to zero). Special failure mode three renders the caster unable to move except with the current wind vector.