Elementalist Spell Specification

Class: Water

4. Ice Storm

BTS: 70% (Co)

ULT: 100 hours

Materials: water (preferably frozen)

Actions: throw water into air above / towards target area

Effect of Throw:

3 to 12 Insanity

13 to 15 6/4/2 d6 Ice Storm of Radius appears centred on Caster for 1 sec.  Caster gets no st.

16 to 19 No Effect

20 to 29   n = (T-18)/2 FRD

30 to 44    n = (T-12)/3 FRD

>= 45    n = (T-1)/4 FRD

Damage: n d6 Cold Damage

Range: 30d ft -d(d-1)/2    (may state a Range less than that given by the parameter)

Radius: 5r ft -r(r-1)/2    (may state a Radius less than that given by the parameter)

Height: 10h ft -h(h-1)/2    (may state a Height less than that given by the parameter)

Duration: t sec -t(t-1)

Notes:

  1. Ice Storm is a Cold Spell.  Cold-Vulnerable Beings take double damage from it (multiply the result of the nd6 by *2 before rolling the first st).
  2. Caster must have a line of sight to centre of Radius.
  3. If the Storm is wholly or partially blocked by a solid object, it only has effect in the unblocked volume.  It will not appear in any volume to which Caster has no line of sight.
  4. No concentration is required to maintain the Storm during Duration.
  5. Creates a hailstorm of a constant no. of d6s Cold Damage, which are rolled every second that a Being caught within the Storm takes damage. If multiple Beings take damage in the same second, roll the same damage for all of them.
  6. Each Being within the Storm must make a st against the Cold Damage each second they are within it.  A Being partially within the Storm must save against an appropriate percentage of the Cold Damage.  Making the st halves the damage taken (FRU: e.g. 5 is halved to 2), and a further st may then be made to halve it again. Once a st is failed, the Being takes the remaining Cold Damage. The min ADS of any armour that covers the majority of the body subtracts from the damage taken. All damage taken is General Damage.
  7. If Ice Storm is cast underwater, it does half damage (FRD).