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Weather Sect

Anything that looks like this is a restricted casting that needs requesting from the Character Ref. In addition, your character must be of the minimum rank indicated before they can learn the casting.

Low Level
Level 0 Level 1 Level 2 Level 3 Level 4
Discern Nature Power Sight Discern Path
Miracle Gift 0 Miracle Gift 1 Miracle Gift 2 Miracle Gift 3 Miracle Gift 4
Lightning Dart 2 Lightning Dart 4 Lightning Dart 6 Lightning Dart 8
Storm Hand 1 Storm Hand 2 Storm Hand 3 Storm Hand 4
Flash 1 Flash 2
Thunder Clap 1 Thunder Clap 2 Thunder Clap 3
Eye of the Storm 1 Eye of the Storm 2 Eye of the Storm 3 Eye of the Storm 4
Extinguish Gale Double Gale
Cloud Form 1
Rust (T) Rust (R)
Nature Gift 1 Nature Gift 2 Nature Gift 4
High Level Rank to learn
Level 5 Level 6 Level 7 Level 8 Level 9 Level 10
15 20 30 40 55 70
Miracle Gift 5 Miracle Gift 6 Miracle Gift 7 Miracle Gift 8 Miracle Gift 9 Miracle Gift 10
Lightning Dart 10 Lightning Dart 12 Lightning Dart 14 Lightning Dart 16 Lightning Dart 18 Lightning Dart 20
Storm Hand 5 Storm Hand 6 Storm Hand 7 Storm Hand 8 Storm Hand 9 Storm Hand 10
Flash 3 Flash 4 Flash 5
Mass Flash 1 Mass Flash 2 Mass Flash 3
Thunder Clap 4 Thunder Clap 5 Thunder Clap 6
Eye of the Storm 5 Eye of the Storm 6 Eye of the Storm 7 Eye of the Storm 8 Eye of the Storm 9 Eye of the Storm 10
Triple Gale Quadruple Gale Quintuple Gale
Cloud Form 2 Cloud Form 3 Cloud Form 4
Mass Rust
Nature Gift 8 Nature Gift 16 Nature Gift 32
Discern Nature

Range: Self
Duration: Instantaneous
Type: Informational
Target: Person
Effect:
The caster will be made aware of all miraculous items, active miracles and followers of the Path of Nature within 10’.

Power Sight

Range: Self
Duration: 15 minutes
Type: Informational
Target: Person
Effect:
The caster will be made aware of all miraculous items or active miracles which he can see.

This is a passive miracle. In order to see power, you must Concentrate and call “Power Sight”.

A Paladin’s Dedicated Weapon would be seen, as it is a miraculous item (Strengthen or Bless). A Paladin’s Power/Normal armour bonus would not be seen.

If you have both Magic Sight and Power Sight active at the same time, you can tell the difference between what is magical and what is miraculous.

Discern Path

Range: 20’
Duration: Instantaneous
Type: Informational
Target: Person
Effect:
The caster will be able to determine the Path of the target (which may be a person or a miraculous item). The caster learns how many miracles and of what level and from which Path are active on a specified target with 20’. The target can be a person or an object.

If a person has not learnt any miracles, ceremonies, runesets or consecration skills then he has no Path. A person who has learnt Druidic miracles is a follower of the Path of Nature and additionally gives their primary sect.

Miracle Gift <n>

Range: Touch
Duration: 15 Minutes
Type:
Target: Person
Effect:
Miracle Gift <n> allows the caster to pass knowledge of a Weather miracle of level <n> or lower to another. For the duration of the miracle, the recipient can cast the miracle using his own Standing (he does not need to know, nor does he gain any prerequisites). However, for the duration of the miracle, the giver loses all knowledge of the miracle and also all knowledge of miracles which require it to be known.

A Druidic miracle cannot be gifted to a character who has learnt any miracles from a non-Druidic Principle (i.e. Order, Chaos, Life, Death). This restriction applies even if the character only knows the miracle via Miracle Gift.

Miracle Gift can be cast by ritual, but you cannot gift miracles that you only know as rituals. Only instant-cast miracles can be gifted.

You cannot Miracle Gift Miracle Gift.

Lightning Dart <n>

Range: 20’
Duration: Instantaneous
Type: Offensive, Elemental
Target: Person
Resisted by: Dexterity
Power: Lightning
Effect:
Lightning Dart <n> causes <n> points of Power damage to every location of the target creature and <n> Life Point damage. The spell vocal should end with the words “Lightning Dart <n>” to indicate the damage and the caster should point at the targeted character.

Storm Hand <n>

Range: Self
Duration: 15 minutes
Type:
Target: Person
Power: Lightning
Effect:
For 15 minutes the character can cause <n> points of Power damage with his main hand. The call is “Lightning <n>”.

When cast Storm Hands is active on both hands. If you have Ambidexterity you can attack with either hand, otherwise you can only attack with your primary hand.

Once ‘on’, you cannot turn Storm Hands ‘off’ without cancelling the spell. Hence if you were to touch a friend, you would harm them.

Flash <n>

Range: 20’
Duration: 10 seconds
Type: Offensive
Target: Person
Resisted by: Toughness
Effect:
Any target with Toughness less than <n> is blinded (see The System for a description of this effect). With the following additional penalty:

  • The first attack (melee/missile/thrown/touch/spell/miracle etc.) the character makes within the 10 seconds automatically misses.
Mass Flash <n>

Range: 20’
Duration: 10 seconds
Type: Offensive
Target: Area
Resisted by: Toughness
Prerequisite: Flash <n>
Effect:
The caster nominates a point (which may be a person, object or anything else equally obvious) and all characters within the area are affected by Flash <n>.

Thunder Clap <n>

Range: Self
Duration: 10 seconds
Type: Offensive
Target: 10’ radius around caster
Resisted by: Toughness
Effect:
The caster claps his hand at the end of the vocals and calls “Thunder Clap <n>”. Any character with Toughness less than <n> is stunned for 10 seconds (unable to do anything but stagger around).

The caster is not effected by his own Thunder Clap, as the sound waves emanate from him.

Extinguish

Range: 20’
Duration: Instantaneous
Type:
Target: Flame
Effect:
This causes a gust of air to extinguish a fire up to the size of a torch.

<Strength> Gale

Range: Self
Duration: 1 minute
Type: Offensive, Elemental
Target: Area
Resisted by: Strength
Effect:
Gale lasts for one minute, or until the caster decides to stop it. The caster must stand upright and hold his arms in an arc. All characters without at least Strength equal to the level of the Gale will be blown back 20’ directly away from the caster. Even characters with the required level of Strength are slowed as they approach.

Characters who are under a Float will always be blown back regardless of their Strength.

If the Gale is sufficiently strong enough, characters (excluding the caster) who are under a Grip (or similar effect) will be pulled out of the Grip (taking 5 seconds per location as usual) and blown back.

The Gale is only in effect within the arc of the caster’s arms. The size of the arc can be chosen by the caster (up to 180 degrees) but cannot be varied once cast. The Gale ends when the duration expires or the caster closes his arms (in which case it cannot be restarted without re-casting the spell).

The caster can move at a slow walk and turn with a Gale in effect.

Gale also protects the caster from missile weapons, reducing all damage by 8 per level of Strength.

In addition, if any Gale is active in the area where a weapon has been destroyed it takes 15 man-minutes to retrieve all the pieces.

Eye of the Storm <n>

Range: Touch
Duration: 15 minutes
Type: Defensive
Target: Person
Effect:
The character is surrounded by whirling winds and lightning which protect him from harm. He gains <n> Normal and Power Armour.

Cloud Form

Range: Self
Duration: 15 minutes
Type: Non-stackable
Target: Person
Effect:
The character partially turns himself into a hazy cloud, reducing his physical interactions with the world. The caster may select <n> options from the following list:

  • DR2 [Normal]. Additional selections increase the DR by 2 each time.
  • +1 to the damage of Lightning Dart Miracles cast by the target. So if chosen once, the caster would cast Lightning Dart 2 as Lightning Dart 3
  • All Weather miracles the target casts require 1 less standing (minimum 1). This can only be selected once.
  • +1 to Thunder Clap miracles cast by the caster, up to double the original effect. So if the caster chose this option twice they would cast Thunder Clap 1 as Thunder Clap 2, Thunder Clap 2 as 4, Thunder Clap 3 as 5 and so on.

While in Cloud Form, the target can only cast miracles from the sect of Weather.

The target of Cloud Form must have dedicated themselves to the sect of Weather. Cloud Form can only be learnt and cast if Weather is the primary Sect of the caster and target.

Rust (T)/(R)

Range: Touch/20’
Duration: Instantaneous
Type: Offensive
Target: Metal object
Resisted by: Protective castings
Effect:
Rust destroys any metal object touched or up to a range of 20’.

Mass Rust

Range: 20’
Duration: Instantaneous
Type: Offensive
Target: Area (10’ Radius)
Resisted by: Protective castings
Prerequisite: Rust (R)
Effect:
The caster nominates a point (which may be a person, object or anything else equally obvious) and a type of item (Shield, Weapon, Armour). One item of the specified type on all characters within 10’ of the point is affected by a Rust. The Rust targets items currently being used first, but continues to other items of the specified type until it takes effect. If a type of Armour is specified, each location is treated as a separate item and the Rust progresses from the strongest to the weakest.

In addition, all non-owned items of that type within 10’ of the point are affected by a Rust.

Example: A party of brave adventurers are fighting a group of Orcs, and have nearly finished defeating them when a Priest of Chaos turns up and casts Mass Rust Weapon. Each character in the area will have the weapon he is currently using affected by a Rust.

In the case where two weapons are being used, the primary weapon is affected first. If the weapon is protected or an unsuitable material, the Rust will move to another weapon owned by the character, targeting a secondary weapon followed by all other weapons starting with the largest (i.e. most damage).

The Rust stops affecting each character once it runs out of targets or it destroys a weapon.

The Rust also destroys all the weapons from the fallen as they are currently unowned.

Nature Gift <n>

Range: Self
Duration: 15 minutes
Type: Not stackable
Target: Person
Effect:
Allows the caster to give <n> points of Standing per minute to another person with the following restrictions:

1. The caster cannot have any other Gift active.
2. The caster must touch the person, if contact is broken then the Gift ends.
3. The caster must have no Path or follow the Path of Nature.
4. The caster cannot go below 0 standing, when reached the Gift ends.
5. The person must follow the Path of Nature.
6. If the person is a follower of the same Primary Sect as the caster, the transfer rate is doubled. N.B. The transfer rate is not doubled if the caster has no Path.
7. The person cannot gain more Standing than his normal maximum – any Standing currently active in miracles, when reached the Gift ends.

Example: Cal has a maximum of 30 Standing, he has cast 5 instant Heal Life 4’s (total 5 Standing) and a Bless 2 for 15 minutes (2 Standing). So he currently has 23 Standing. If he was to be the recipient of a Life Gift he could currently only go up to 28 Standing.

Nature Gift can be extended, but you cannot make permanent items of it.